I didn’t want to ask so much in the subject
I was wondering, with Loki’s use of SDL, may this mean an eventual porting
of Loki games to Mac (assuming they haven’t been already)?
I didn’t want to ask so much in the subject
I was wondering, with Loki’s use of SDL, may this mean an eventual porting
of Loki games to Mac (assuming they haven’t been already)?
What’s Loki’s standing on this?
We have no plans to do this at the moment. Our games are native Linux
applications from the ground up, and it would take a fair amount of work
to make them work on the Macintosh.
See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software
We have no plans to do this at the moment. Our games are native Linux
applications from the ground up, and it would take a fair amount of work
to make them work on the Macintosh.
We have no plans to do this at the moment. Our games are native Linux
applications from the ground up, and it would take a fair amount of work
to make them work on the Macintosh.
use SDL
We do. But of course there’s more to a game than graphics and sound.
See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software
We have no plans to do this at the moment. Our games are native Linux
applications from the ground up, and it would take a fair amount of work
to make them work on the Macintosh.
use SDL
Heh-heh. Unfortunately, what Sam is alluding to is “all that
other stuff” - file handling, packaging, etc. Mac networking also
has its idiosyncrasies.
OS X changes this equation in an interesting way, because the
lower levels of the system are POSIX, and most of a Linux + SDL
port would work unchanged. This could make OS X ports very
profitable for Loki, and I hope they’ll start looking into that
possibility over the next few months.
BTW, my OS X patches for SDL are almost ready to send in, just
in time for the public beta!
Heh-heh. Unfortunately, what Sam is alluding to is “all that
other stuff” - file handling, packaging, etc. Mac networking also
has its idiosyncrasies.
You mean AppleTalk? Why not use TCP/IP, just like loads of other Mac games
do?
OS X changes this equation in an interesting way, because the
lower levels of the system are POSIX, and most of a Linux + SDL
port would work unchanged. This could make OS X ports very
profitable for Loki, and I hope they’ll start looking into that
possibility over the next few months.
Don’t we all
BTW, my OS X patches for SDL are almost ready to send in, just
in time for the public beta!
We have no plans to do this at the moment. Our games are native Linux
applications from the ground up, and it would take a fair amount of
work
to make them work on the Macintosh.
use SDL
Heh-heh. Unfortunately, what Sam is alluding to is “all that
other stuff” - file handling, packaging, etc. Mac networking also
has its idiosyncrasies.
We are actually working at the Y-Lib, a high-level library taht embedded SDL
and has also full MacOS support, for instance to file listing, weplan to
have packaging too. Library is in LGPL, but code is not on the net because I
want clan it before releasing it, bt I can post a snapshot on the site if
someone want it. Anyway, the wbe page is http://ysagoon.com/ylib.html
Heh-heh. Unfortunately, what Sam is alluding to is “all that
other stuff” - file handling, packaging, etc. Mac networking also
has its idiosyncrasies.
You mean AppleTalk? Why not use TCP/IP, just like loads of other Mac games
do?
Even if you use TCP, the API (OpenTransport) is still different from
sockets. Most likely, the original game was not written with OpenTransport
in mind, or if it was, the good intentions got buried by the schedule.
I think a lot of people got a rude awakening about commercial game
programming when crack.com released the Golgotha source code. It
had one comment, which just said “This code is now GPL”. The
postmortems in Game Developer magazine are also quite illuminating.
Loki gets the unbelievable joy of turning the piles of steaming
code into a portable program…
Heh-heh. Unfortunately, what Sam is alluding to is “all that
other stuff” - file handling, packaging, etc. Mac networking also
has its idiosyncrasies.
You mean AppleTalk? Why not use TCP/IP, just like loads of other Mac
games
do?
Even if you use TCP, the API (OpenTransport) is still different from
sockets. Most likely, the original game was not written with
OpenTransport
in mind, or if it was, the good intentions got buried by the schedule.
SDL_net embedded OpenTransport into SDL sockets, and it shouldn’t be too
hard to convert BSD sockets to SDL sockets
BTW, my OS X patches for SDL are almost ready to send in, just
in time for the public beta!
You guys are gods, man!
I wish I could program.
sigh
While I’m on… why can’t somebody make SDL work with my Aureal 1.05
drivers? The 1.10 beta drivers are all buggy… they crackle and my KDE
sound doesn’t work with them =(
Stephen> Stan Shebs wrote:
Stephen> While I’m on… why can’t somebody make SDL work with my
Stephen> Aureal 1.05 drivers? The 1.10 beta drivers are all
Stephen> buggy… they crackle and my KDE sound doesn’t work with
Stephen> them =(
Interesting - I’ve had no trouble with my Aureal card and the 1.1.0
drivers. In fact they made life a lot easier for OpenAL. I upgraded to
the CVS version and there is also version 1.1.1 so check that out
before trying to hack the code That said, I don’t use KDE but it
may just be a minor config problem with the kde sound daemon.
While the current drivers aren’t perfect, they are a vast improvement
over the Aureal released ones as they actually behave more like OSS
drivers
That said, if you are getting a lot of crackling noises, check that
the sound isn’t just running out of CPU time. If you are running
programs that feed /dev/dsp directly, try running them at a higher
priority. One of the weakness of the closed-part of the drivers is the
length of the DMA buffers (only 16k) and it’s easy to exhaust them
when other things are going on.
I think a lot of people got a rude awakening about commercial game
programming when crack.com released the Golgotha source code. It
had one comment, which just said “This code is now GPL”. The
postmortems in Game Developer magazine are also quite illuminating.
Loki gets the unbelievable joy of turning the piles of steaming
code into a portable program…
Check out Quadra’s source code also, for an example of commercial game
code (http://quadra.sourceforge.net/). The DirectPlay code we had to
hack isn’t there anymore, but was a f**king pain in the as to turn into
honest-to-God socket stuff. :-)–
/ you are not expected to understand this */
– from the UNIX V6 kernel source