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Metroworks release Cross Platform Game Framework

Zasteva writes "MacInTouch reports that GameCode, a cross platform (Windows and MacOS) C++ class framework for game development, has just been released by Metrowerks under their MWPL." Apparently a Linux version is in progress. Documentation is online.

8 of 66 comments (clear)

  1. This is a Good Thing (tm) by Lotek · · Score: 2
    the only reason that I havent ditched windows to wholeheartedly embrace linux is because of games.

    The sooner more game companies start supporting linux, the better. If this helps to do it, great.

    Hopefully the trail being blazed by id will make more people aware that there is a market out here...

    Lotek---

  2. My only worry, by Fizgig · · Score: 3

    is that people will let their egos take control and won't combine efforts. It will be fine if all the different SDK's get finished, and one ends up being the true Linux game SDK and it takes all the nice features (and code?) from the other ones. But I don't think it's in our best interest to have to have five different sets of general games libraries. Sure, most of us could hanle it, but one has only to look at the mindnumbing confusion that besets Windows users when they have to figure out the difference between OpenGL, Glide, and Direct3D.

  3. Alternatives by MichaelKVance · · Score: 3

    SDL is a GPLed cross platform development library, developed by Sam Lantinga @ Loki.

    http://www.devolution.com/~slouken/SDL/

    It runs on Linux, Windows, Solaris, and BeOS, with Mac support in the works.

    m.

    --
    "Sebastian you're in a mess. They called you King of all the Hipsters, is it true or are you still the Queen?" -- B
  4. MWPL looks great! by MichaelKVance · · Score: 2

    Amen. This license explosion has gotten pretty old. As if GPL is the only alternative to writing your own license for software.

    If it's so close to Mozilla (as they put it), why don't the use the Mozilla license?

    MetroWerks is already on the thin line for announcing support for "Red Hat Linux" for their next-gen compilers.

    --
    "Sebastian you're in a mess. They called you King of all the Hipsters, is it true or are you still the Queen?" -- B
  5. RFC 2570 - An Open Source License Protocol by Pac · · Score: 2

    Status of this Memo
    This document specifies an Internet standards track protocol for the Internet community, and requests discussion and suggestions for improvements. Please refer to the current edition of the "Internet Official Protocol Standards" (STD 1) for the standardization state and status of this protocol. Distribution of this memo is unlimited.

    Copyright Notice
    Copyright (C) The Internet Society (1999). All Rights Reserved.

    Abstract

    The various types and formats of open source licenses have been causing many griefs among coders. The time lost reading licenses, comparing licenses and commenting on licenses has already caused the normal coder average coding time to drop by 20%. This document proposes a simple, easily implemented protocol for constructing an open source license that conforms with the many open source/free software definitions.

    etc etc etc...

  6. Game creation: the other side of the question by atw · · Score: 3

    I remember the day when I started programming games, back in 1993. The problem always was lack of quality code around. From my own experience I became very skeptical of suitability of any "game kits" making development easier, more portable etc.

    I faced the truth that time: any universal approach, suhch as drivers, cross-platform code etc, is doomed to be too general, and as the result too slow for specific purposes. Why Quake2-3 doesn't use DirectX for anything but direct screen access???

    As a game developer you will try to die, but to make your game DIFFERENT, now, tell me, how different you are doing to make game using same routines? Best of the best always had to create their own engines (DOOM,Quake,Unreal etc),
    what's the use of any other cross-platform staff?

    For me as a game developer only real need is for some very basic, raw operations, such as direct access to screen. Engine itself can be done very portable, so, the only good thing in portable GameSDK is that it provides access to raw things, and that's it! Nothing more is required.

    Hence, while I think the guys who are doing this project deserves a cheer or two, their creation will be useful for "educational purposes only", to learn new stuff, but not to create something commercial. It's very IMHO.

    You can see my games at my site (with source code).

    AtW,
    http://www.investigatio.com

  7. MWPL looks great! by MW+Ron · · Score: 2

    The Metrowerks Public License (MWPL) is directly fashioned on the Mozilla license. Metrowerks believes that MWPL is 100% in conformity with the goals and objectives of the OpenSource Movement.

    If you feel adjustments need to be made feel free to write directly to me.

    MWRon@metrowerks.com

    --
    -- METROWERKS Ron Liechty "Software at Work" MWRon@metrowerks.com
  8. Don't forget Crystal Space by Jorrit · · Score: 2

    There is already an Open Source Game Development
    Kit for Linux, Windows, DOS, OS/2, BeOS,
    Macintosh, Amiga, NextStep, OpenStep, Rhapsody,
    Solaris, SGI/IRIX, and FreeBSD. It is called
    Crystal Space. Although it is more geared towards
    3D game development it is getting more and more
    useful for general game development as well. It
    contains a 3D engine (supporting software,
    OpenGL, Glide, and Direct3D rendering), a
    sound engine (with 3D sound using eax, ds3d,
    a3d, ...), networking, ... Work is underway for
    an AI module and scripting.

    It is Open Source and written in C++ with a
    little optional assembly for optimization.

    Have a look at http://crystal.linuxgames.com

    Greetings,

    --
    Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4