Live data from Hacker News

Windows game developer about porting to and using OS X

shiningrocksoftware.com

171–180 of 205 posts

Re: Windows game developer about porting to and using OS X

#171

What is the window in the background that is NOT Xcode. Off to the left. Something "workspace"?

Perforce client (P4V). Consider yourself lucky you don't recognize it.

Thanks. I initially thought it was Valgrind.

Re: Windows game developer about porting to and using OS X

#172
post #111

Earlier quoted context omitted.

Furthermore SDL2 is absolutely fantastic and just works. You may say, you do not want to use it as it "just" abstracts away keyboard/mouse/controller input, window and GL context creation but these things are damn hard to get right.

As a current SDL2 user: it is not fantastic and it does not just work. - On Windows, DPI scaling is broken (ask for a 1280x720 window, get 1600x900) - On Mac, mouse locking is broken - On Linux, my Xbox gamepads don't work at all - Required several hacks before it could be used as a CMake submodule This stuff is under active development, which is shocking for such an established and widespread library. I'm glad it ex…

It has its own quirks, but I was mostly impressed with SFML when I tried it. SDL always seemed vaguely badly designed -- it worked well enough that I never seriously considered replacing it, but I can't say I ever really enjoyed using it.

Re: Windows game developer about porting to and using OS X

#173
post #155
post #136

Earlier quoted context omitted.

Professional game developers don't have any issues with walled gardens. That is how the industry has survived the 1983 crash due to race to bottom quality.

> Professional game developers don't have any issues with walled gardens. That's nonsense. Tell them that doing double work is a good thing (especially for the limited budget). No sane developer likes walled gardens and lock-in because it always translates in complications (not caused by real technical reasons), and doing the same work multiple times to address stupidity of vendors who push said lock-in. > That is ho…

It not non-sense at all.

It is how many in the industry make a living, by doing consulting as experts in porting games between platforms.

Arguing about the beauty of FOSS and OpenGL, and the dismay of them being ignored by professional game developers, only reveals lack of knowledge how the industry works.

Once upon a time I learned the hard way that being too focused on that, made me lose the picture how the inner workings of the industry are. Back when I still cared about game development and had the privilege to visit a few well known studios. One of them apparently owns a black console that is selling quite well.

Professional game developers don't care about FOSS, 3D standards or whatever.

The only thing that matters is getting their vision of game out in the hands of their fans, regardless of what the systems their fans might have available.

There are plenty of companies selling middleware and consulting services for porting activities.

Gate keepers help prevent a flood of low quality games and copy cats like the one that caused the 1983 crash.

Re: Windows game developer about porting to and using OS X

#174
post #111

Earlier quoted context omitted.

Furthermore SDL2 is absolutely fantastic and just works. You may say, you do not want to use it as it "just" abstracts away keyboard/mouse/controller input, window and GL context creation but these things are damn hard to get right.

As a current SDL2 user: it is not fantastic and it does not just work. - On Windows, DPI scaling is broken (ask for a 1280x720 window, get 1600x900) - On Mac, mouse locking is broken - On Linux, my Xbox gamepads don't work at all - Required several hacks before it could be used as a CMake submodule This stuff is under active development, which is shocking for such an established and widespread library. I'm glad it ex…

The DPI scaling issue is probably because you didn't call SetProcessDpiAwareness

Re: Windows game developer about porting to and using OS X

#175
post #2

Xcode isn’t too bad. I wish the author told me more about it than just this. Can somebody comment on how it compares to recent VS editions these days? About 5 years ago I also looked into using OSX as main OS. As I've always been using non-commandline graphic text editors and IDEs for most coding that made XCode the go-to environment but I just couldn't deal with it even though I tried. I don't remember all details b…

I use Xcode and visual studio daily.

Things I like about Xcode:

- the OpenGL debugger and profiler are top notch

- clang is a great compiler

Things I dislike:

- it's incredibly unstable. I've had it crash 8 times within an hour.

- I can't do a find-in-files without freezing the ide for 30 minutes. (Visual studio can handle the same code base in seconds)

- a lot of ui design decisions are "different" for seemingly no reason. Most devs can jump between vs/IntelliJ/eclipse easily, but almost every Xcode design decision is just weird. Like why do compile errors show up where my file navigator is supposed to be? Why are important tabs just shown with tiny incomprehensible flat icons? It's all arbitrary, but it seems like every ide has settled on conventions that Xcode breaks to no obvious advantage

Re: Windows game developer about porting to and using OS X

#176
post #173
post #155

Earlier quoted context omitted.

> Professional game developers don't have any issues with walled gardens. That's nonsense. Tell them that doing double work is a good thing (especially for the limited budget). No sane developer likes walled gardens and lock-in because it always translates in complications (not caused by real technical reasons), and doing the same work multiple times to address stupidity of vendors who push said lock-in. > That is ho…

It not non-sense at all. It is how many in the industry make a living, by doing consulting as experts in porting games between platforms. Arguing about the beauty of FOSS and OpenGL, and the dismay of them being ignored by professional game developers, only reveals lack of knowledge how the industry works. Once upon a time I learned the hard way that being too focused on that, made me lose the picture how the inner w…

> It is how many in the industry make a living

Industry makes a living on technology progress. If someone makes a living on pushing lock-in (MS), they are doing a disservice to the whole industry. It has nothing to do with FOSS - it's about progress in general (lock-in is the opposite of it).

You didn't disprove what I said above. Duplication of work costs more money, and no one likes to waste money, especially when reasons for that duplication aren't even technical, but are caused by crooked vendors who force that extra expense on others with lock-in.

> Professional game developers don't care

They care about their budgets. Your idea that duplication of work is welcomed is complete nonsense.

Re: Windows game developer about porting to and using OS X

#177
post #176
post #173

Earlier quoted context omitted.

It not non-sense at all. It is how many in the industry make a living, by doing consulting as experts in porting games between platforms. Arguing about the beauty of FOSS and OpenGL, and the dismay of them being ignored by professional game developers, only reveals lack of knowledge how the industry works. Once upon a time I learned the hard way that being too focused on that, made me lose the picture how the inner w…

> It is how many in the industry make a living Industry makes a living on technology progress. If someone makes a living on pushing lock-in (MS), they are doing a disservice to the whole industry. It has nothing to do with FOSS - it's about progress in general (lock-in is the opposite of it). You didn't disprove what I said above. Duplication of work costs more money, and no one likes to waste money, especially when…

Again, you don't seem to understand how the industry works.

Just walk around the corridors at GDC or attend a few IGDA meetings, and then you will see who is right.

I have done it several times and still have the badges, did you?

Re: Windows game developer about porting to and using OS X

#178
post #177
post #176

Earlier quoted context omitted.

> It is how many in the industry make a living Industry makes a living on technology progress. If someone makes a living on pushing lock-in (MS), they are doing a disservice to the whole industry. It has nothing to do with FOSS - it's about progress in general (lock-in is the opposite of it). You didn't disprove what I said above. Duplication of work costs more money, and no one likes to waste money, especially when…

Again, you don't seem to understand how the industry works. Just walk around the corridors at GDC or attend a few IGDA meetings, and then you will see who is right. I have done it several times and still have the badges, did you?

> Again, you don't seem to understand how the industry works.

Economics work as usual here and gaming industry is no exception. If someone forces duplication of work on others, that increases costs, which ends up being passed to some party. And for the end user it can translate in lower availability, slower time to the market, higher prices and so on. So far you didn't manage to demonstrate that it somehow magically comes for free.

TL;DR: lock-in taxes the whole industry and slows down progress.

Re: Windows game developer about porting to and using OS X

#179
post #178
post #177

Earlier quoted context omitted.

Again, you don't seem to understand how the industry works. Just walk around the corridors at GDC or attend a few IGDA meetings, and then you will see who is right. I have done it several times and still have the badges, did you?

> Again, you don't seem to understand how the industry works. Economics work as usual here and gaming industry is no exception. If someone forces duplication of work on others, that increases costs, which ends up being passed to some party. And for the end user it can translate in lower availability, slower time to the market, higher prices and so on. So far you didn't manage to demonstrate that it somehow magically…

My whole point was to say how the industry works and that professional game developers, important word here professional not indie, don't care one little second about the point of view you are expressing.

I do not intend to demonstrate that something, whatever it might be, magically comes for free.

Re: Windows game developer about porting to and using OS X

#180
post #111

Earlier quoted context omitted.

As a current SDL2 user: it is not fantastic and it does not just work. - On Windows, DPI scaling is broken (ask for a 1280x720 window, get 1600x900) - On Mac, mouse locking is broken - On Linux, my Xbox gamepads don't work at all - Required several hacks before it could be used as a CMake submodule This stuff is under active development, which is shocking for such an established and widespread library. I'm glad it ex…

The DPI scaling issue is probably because you didn't call SetProcessDpiAwareness

Yeah I tried that before and it solved the problem, but then it broke some other aspects of SDL. Can't quite remember, I think fullscreen got messed up.

There's code in SDL specifically for high DPI, but it's confusing and practically undocumented.

It's just something I'll have to mess around with a while, and then remember not to breathe on anything once it's working. :)

Post reply on HN