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Rivers of MUD - a Diku and Merc based multiuser dungeon
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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.

2007-10-05       - By Jerahmy Pocott

 Back
On 04/10/2007, at 1:04 PM, Brad Oliver wrote:
> State what you want in your report (e.g. what the heck is  
> CoreScreen vs. CoreDraw and how does CoreGraphics not fill that  
> need, ditto for Core3D vs. OpenGL). I can see the utility in  
> CoreInput and CoreNetPlay, but these others - I've got a lone  
> quizzical eyebrow raised. :-)

To be honest I never liked the sprockets system anyway..

The only thing out of that list that I think would be of any use is  
CoreInput, the other
things already exist, they simply aren't all prepended with a word..  
Do we really need
a word stuck on the front of everything? If something gets updated in  
one API does
that mean an entire new CoreGames version is released? I wouldn't  
have thought
branding was so important when it came to APIs..

I think a "CoreNetPlay" would be counter productive, there isn't  
really a one fix network
code solution for games, to get good performance it really needs to  
be tuned for that
particular game.. What's wrong with the Sockets library? Too low level?

The creation of some sort of "game API" would be a waste of time and  
effort, what does
3D graphics have to do with Sound output? Why should they exist in a  
single API?
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