Wintermute Engine Forum
Wintermute Engine => Feature requests, suggestions => Topic started by: ClémentXVII on January 23, 2003, 11:31:27 PM
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Hi,
I see that you're using DX api for animating/displaying everything on screen. Is it possible/easy to select/use another renderer?
I'd like to make a cross-platform adventure, i.e. use the same code to produce binaries for Window, Linuxs, MacOS,... Unfortunately, none of the adventure authoring tools I saw could bring me this. :'(
Using another renderer would make it easier to port the application. I know that this would mean changing a lot of things in the engine... and I don't know how it's been built ;-), but it's feasible...
I can understand this wouldn't be a priority feature, because your engine is still beta (but very promising!! I've been testing it for some days now, and I really am impressed!), so let me know how things are working ;-)
Thanks
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Yes, I agree with you. Using OpenGL would make porting to Linux considerably easier (I know absoultely nothing about Mac OS) and I'd like to do it eventually, because Linux is a very sympathetic OS :). But as you said, it's currently a very low priority... Sorry.
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Great! :D
So there IS a chance (even a small one) that one day, we'll be able to create games and build them on Linux ;-)
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Hmm.... Although I'm not even dreaming of doing such a thing, damn it could be cool. Imagine a compiler option of:
Create executables for:
[ ] Windows
[ ] Linux
[ ] MacOS
*LOL* that'd be *inconceivably* cool.
But I guess someone who REALLY wanted to make a game for _three_ different platforms would probably write their own engine. ;)
Scarpia
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It could be possible to have just one executable, but the engine would have to be written in managed C++ or C#...
There is an Open-Source implementation of the new .Net framefork from MS, called Mono (http://www.go-mono.com), which has some cool features... imagine running exactly the same executable on all three machines...
But the interface would have to be written in Gtk#, which doesn't have many advanced features yet... wait and see?
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Well, I was testing DirectX 9.0 for .NET and the C# executable seemed to be running at approximately half framerate than its equivalent written in C++ :-(( So I'm currently being very skeptical about using C# for game development. Might be good for the tools though...