Apparently they are getting really desperate and are behaving like SCO now. If you have tons of getters, setters and other small functions, it is easy to have the same implementation in all cases.
If they really want to make a stament just don't release Photoshop and their other apps for Mac. Sure this will cost them quite a bit of money but for a part it can hurt a lot of professional Mac users and lure them back to Windows (I don't like Windows either but I prefer it above crApple) or let them release Linux versions of their products:)
The steam client binaries are needed for running a dedicated server. It has been a long time since I used them but from what I remember you needed a steam account (you didn't have to pay) in order to be able to run the server and I think the client was for downloading the data as well (but don't remember it too well).
This is no evidence at all. Valve has released dedicated Linux servers for their games for years including steam.
Come on don't take phoroCRAP serious. They make news of nothing.
To give an idea to non-OpenGL developers, OpenGL 4.0 closes the feature gap with Direct3D11. If you want to use OpenGL 4.0 you need to wait a couple of weeks before drivers will be out. In case of Nvidia, the drivers will be launched together with their new GTX4*0 GPUs which are the first Nvidia GPUs with Direct3D11/OpenGL 4.0 support. AMD might release new drivers before Nvidia since their hardware is Direct3D11 capable already.
Demos should run well but from the main menu they don't work for some reason. During development I always ran them from the quake3 console (so 'demo four') and that works fine.
The iphone 3gs has one other advantage it uses the PowerVR SGX 535 instead of the 530 which is used in the Milestone and N900. The 535 is about twice as fast.
Yes I'm compiling kwaak3 using -ffast-math but in all cases it uses libm. It is only a hypothesis on why perhaps a generic soft-float build is not that much slower than a floating-point optimized build. You would expect that a soft-float version is a lot slower because quake3 uses floats for most of its math.
Apparently they are getting really desperate and are behaving like SCO now. If you have tons of getters, setters and other small functions, it is easy to have the same implementation in all cases.
If they really want to make a stament just don't release Photoshop and their other apps for Mac. Sure this will cost them quite a bit of money but for a part it can hurt a lot of professional Mac users and lure them back to Windows (I don't like Windows either but I prefer it above crApple) or let them release Linux versions of their products :)
The steam client binaries are needed for running a dedicated server. It has been a long time since I used them but from what I remember you needed a steam account (you didn't have to pay) in order to be able to run the server and I think the client was for downloading the data as well (but don't remember it too well).
This is no evidence at all. Valve has released dedicated Linux servers for their games for years including steam. Come on don't take phoroCRAP serious. They make news of nothing.
To give an idea to non-OpenGL developers, OpenGL 4.0 closes the feature gap with Direct3D11. If you want to use OpenGL 4.0 you need to wait a couple of weeks before drivers will be out. In case of Nvidia, the drivers will be launched together with their new GTX4*0 GPUs which are the first Nvidia GPUs with Direct3D11/OpenGL 4.0 support. AMD might release new drivers before Nvidia since their hardware is Direct3D11 capable already.
Demos should run well but from the main menu they don't work for some reason. During development I always ran them from the quake3 console (so 'demo four') and that works fine.
The iphone 3gs has one other advantage it uses the PowerVR SGX 535 instead of the 530 which is used in the Milestone and N900. The 535 is about twice as fast.
Yes I'm compiling kwaak3 using -ffast-math but in all cases it uses libm. It is only a hypothesis on why perhaps a generic soft-float build is not that much slower than a floating-point optimized build. You would expect that a soft-float version is a lot slower because quake3 uses floats for most of its math.
On my project page I mention that Android 1.6 is required since I used the Android 1.6 NDK (previous versions didn't support OpenGL).
As of NDK 1.6, OpenGL is supported.