From Newsgroup: comp.sys.mac.system
In article <
1145657739.036246.137710@e56g2000cwe.googlegroups.com>,
bobbagoose@gmail.com says...
woah there sunshine.....
The game in question was programmed primarily to utilise the feature
abundant in DX,
Which game? WoW? I'm not so sure; it was cross platform right from
launch, as I recall; so while its likely that (considerable?) extra
effort has been spent optimizing the windows version I'm skeptical that
it was designed to "primarily utilize features of DX and windows".
and with the Windows OS itself. As a 3D graphics
professional I realise the differences and the inportance of OGL over
DX. I'm glad you highlighted the fact that OGL is, in many ways
superior to DX, but for games, IMO DX wins. Not only does it provide
hardware support for gfx (and vice versa) but also sound, and input,
whereas, with OGL seperate APIs are used for the latter.
First, that is hardly a failing of OpenGL.
Second, directX is really no different. The directInput component of
directX is a separate api from direct3d. The only real commonality is microsoft marketing them as part of the same "directx framework". (And
yes, I suppose, to an extent the "code conventions" like parameter names
and case conventions are the same between them, but that's not THAT significant.)
Its also worth pointing out that its possible **AND** easy to write a
game that uses OpenGL for graphics, and directX for everything else
(sound, music, input), demonstrating just how separate the APIs are.
Microsoft saw
the market for it and pounced. And OSX does fall down because of this.
Then you are saying OS X falls down because it lacks good cohesive apis
for sound, input, networking then, not because it relies on ogl for
graphics?
The issue I had was your comment: "OSX really has nothing
comparable [to directx] and relies almost entirely on Open GL."
If by that you mean OS X lacks good DirectPlay and DirectInput
equivalents, then OK, but why didn't you say THAT? Why set it up to make
it sound like its OS X's reliance on OpenGL that is an issue, when
that's not it at all?
And I'm not sure how weak Apple's APIs are in those other areas either:
DirectDraw/Direct3d - Quartz/Extreme, CoreImage, OpenGL are all in good
shape.
DirectMusic? DirectSound? CoreAudio and OpenAL for sound, are pretty
pretty solid.
DirectMedia? Hello QuickTime.
DirectInput? -- Force Feedback Framework (weaker than direct input, but
really catches up a lot of aspects)
DirectPlay? -- AHA... here's the interesting one. Apple doesn't really
have a DirectPlay equivalent... but honestly, they don't need one.
Nobody would use it if they had it. The holy grail of Mac (and linux) networking games is the ability to go multiplayer with PCs not
eachother. Even if Apple put together a system that allowed voice chat,
game setup chat rooms, all working over Bonjour or something it would be utterly useless.
Apple would need to either license DirectPlay from Microsoft to get interoperability, or create/use a cross-platform equivalent AND somehow
lure people using DirectX-DirectPlay behind! Either one is a royal pain
for apple.
Perhaps a ray of hope is that DirectPlay wasn't very good, especially historically; and many publishers have already skipped it in favour of in-house solutions. (We couldn't have Linux Half Life 2 game servers if
they'd used directPlay...)
Still directplay is really the only thorn in OSX's side; unfortunately
its a big one. How do you port a game that uses directplay on windows
for multiplayer for the mac!? Short of licensing directplay from
microsoft or convincing developers to not use directplay they are hosed.
In many respects DirectPlay is to gaming on the Mac what Microsoft
Office document formats are for business on the Mac.
If a game was designed to work with OGL and OSX as standard, then we
would see dfferent results.
If you beleive that to be true, then its likely that OS X really doesn't
fall down nearly that badly. ;)
IMO a Mac with OSX is not for gaming, it's
for work and life.
Agreed... but OS X is not for gaming because there aren't many games available, because its a niche product with small marketshare. Not
because its not a suitable platform to build games on.
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