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Windows game developer about porting to and using OS X

shiningrocksoftware.com

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

#72

Tangentially related: Banished is higly recommended. Quiet room, couple glasses of whiskey and you're guaranteed to have a nice evening.

I played it a couple of years ago and enjoyed it but eventually got tired of it. Has there been a lot of new features since?

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

#73
post #14
post #3

For me the most interesting part (and answer to it) why on OS X the game runs at 1FPS, whereas on windows machine with the same graphics card it runs just fine? What can make such considerable difference?

I don't have the links with me, but I've read somewhere that this happens because Windows uses DirectX, whereas OS X uses OpenGL. I assumed this is because Game Engines are built usually targeting Windows/DirectX. Some say that DirectX is more mature and powerful, although this might be subjective. And so the games perform better on Windows. FYI, With the advent of Vulkan, maybe subjective opinion that DirectX is bet…

Apple isn't using Vulkan. It has it's own Metal API: https://developer.apple.com/metal/

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

#75
post #32
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…

My personal experience: Visual Studio feels a lot more "enterprise-y" than Xcode and offers a lot more advanced features and tools on pretty much all fronts, especially in the UI (e.g.: Xcode doesn't even have file tabs, but sth. I'd describe as big "whole-UI-tabs"). But... Xcode has llvm. This compiler and it's tools (i.e. the analyzer, debugger, etc.) just make VS' compiler look like it's from the 90s. Really. -> H…

> just make VS' compiler look like it's from the 90s. Really.

Because that's what they are.

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

#76
post #14
post #3

For me the most interesting part (and answer to it) why on OS X the game runs at 1FPS, whereas on windows machine with the same graphics card it runs just fine? What can make such considerable difference?

I don't have the links with me, but I've read somewhere that this happens because Windows uses DirectX, whereas OS X uses OpenGL. I assumed this is because Game Engines are built usually targeting Windows/DirectX. Some say that DirectX is more mature and powerful, although this might be subjective. And so the games perform better on Windows. FYI, With the advent of Vulkan, maybe subjective opinion that DirectX is bet…

This particular game uses OpenGL on both Windows and OS X.

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

#77
post #74

I’m not using SDL or any other library to hide those platform differences. Once start working on Linux port he'll regret about that. Every developer that start with own platform-specific code end up using SDL2 anyway. Don't do that mistake.

An alternative is Cocos2d-x, but they manage memory using a single autorelease pool.

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

#78
post #14

Earlier quoted context omitted.

I don't have the links with me, but I've read somewhere that this happens because Windows uses DirectX, whereas OS X uses OpenGL. I assumed this is because Game Engines are built usually targeting Windows/DirectX. Some say that DirectX is more mature and powerful, although this might be subjective. And so the games perform better on Windows. FYI, With the advent of Vulkan, maybe subjective opinion that DirectX is bet…

Apple isn't using Vulkan. It has it's own Metal API: https://developer.apple.com/metal/

Vulkan is still in development. It is based on the same concepts as Apple's Metal, AMD's Mantle and Microsoft's DX12, i.e. low-level access to the GPU.

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

#79
The man's commitment to his game, considering that he works alone is incredible. Without using terms like "10xer" and "rockstar", he's got an incredible level of perseverance and dedication, considering that he already launched the game and at this point is working on features that are considered by many boring and a grind, all to make a polished finished product. The fact that he documented pretty much everything in his blog is great if you need motivation or are just curious about how to make a game from zero.

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

#80
> Apparently my vi command muscle memory hasn't faded.

Back in the day I did most of my dev work on Solaris. I then spent 4 years as CTO as a startup that was pretty much only Windows.

When I subsequently went back to working at a unix shop I was initially struggling with vi as I tried to read some of the C++ code. I couldn't remember commands, was having to refer to the man pages every few mins. It was torture.

A couple of days in, I was writing up some notes in vi when someone walked past my desk and started chatting. When we finished talking I looked down at the monitor and I'd written more than I had when I was concentrating, nicely formatted, the works. Turns out "my hands" had remembered a load of what I thought I had forgotten.

For the next few days I had to keep finding ways to distract myself so that I could work efficiently. Eventually it all came to the foreground but it was the most bizarre experience while it was happening.

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