Mailing List
Home
Forum Home
Mac Game - Mac game development
Rivers of MUD - a Diku and Merc based multiuser dungeon
SMAUG
Subjects
Getting UDP through NAT/firewalls/whatever for a game
Getting UDP through NAT/firewalls/whatever for a game
QuickTime errors
Python script as stand alone MUD server
Subject: Various sound problems
Fragment Shaders & GL TEXTURE RECTANGLE EXT
Subject: Timers and global variables
Re: Language and platform for Text MUD server
Apparent acquisition of Yantis (mysupersales) by IDE
HID keyboard
Getting UDP through NAT/firewalls/whatever for a game
Microsoft Sparkle
Subject: Director MX
Congratulations Horizons
Yet more problems fullscreen mode
Apple Dev Kitchen Them 's tasty vittles, Maw!
NSOpenGLContext, Pbuffers, and drawables
More DCR "theft " naughtiness
dynamic sprite creation and imaging lingo
Re: Find stuff in Flash array?
Effects of skill imbalances?
QuickTime errors
Rom 2 4/Quickmud Enhancement/Bug fix
Subject: Working with XML files/CFURL
smooth scrolling/subpixel tweening
RE: (Ron help me?) Flash text
Subject: Flash Racing
Subject: MudDev FAQ 2
Browser based games
Installing GLUT
Special character in Flash XML
 
Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

2007-10-02       - By Chris Niederauer

 Back
On Oct 2, 2007, at 10:36 AM, Peter wrote:

>> I would say the MAIN issue is DirectX vs OpenGL, a lot of developers
>> seem to think you can't achieve all the things in OpenGL that can be
>> done with DirectX, I personally I have yet to see anything that can't
>> be done in OpenGL,
>
> Sure, there isn't anything you can do in D3D that you can't do in GL,
> but it's a hell of a lot easier in D3D most of the time. Even
> something as simple as non-rect textures is a chore in GL, and quite
> often, you're writing multiple code paths to get the most out of
> hardware, where on D3D, it only requires one.
>
> A good example that I always quote, is Carmack with the Doom 3 engine.
> He had to have 3 codepaths - an nVidia one, an ATI one, and a (slow)
> ARB one, just to get full performance. If he had used D3D, he would
> need only ONE codepath.
>
> ID Tech 5 is based on D3D, btw... although Carmack plans to add a GL
> backend at some point.

id Tech 5 was shown for the first time running on a Mac at WWDC in  
2007.  I am not sure where you heard that John was added a GL backend  
after the fact?  It currently runs on all 4 major platforms (sorry,  
Wii!) and I personally know that statement to be incorrect.  And has  
been said earlier, a lot of Direct3D games use the exact same trick of  
making multiple code paths for different cards.  It is not inherent to  
the API but a matter of maximizing performance.

Chris
__ ____ ____ ____ ____ ____ ____ ____ ____ ____
Do not post admin requests to the list. They will be ignored.
Mac-games-dev mailing list      (Mac-games-dev@(protected))
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/mac-games-dev/junlu%405341.com

This email sent to junlu@(protected)