[MacGLQuake] I'm back
Brad Oliver
bradman@pobox.com
Sun, 26 Nov 2000 15:01:59 -0600
> After analyzing the possibilities, asking Scott Kevill to release doesn't
> sound like all that bad of an idea. If anybody does approach him, it's
> important that we NOT plead with, because then we just sound dumb (and we know
> how far pleading got trying to get him to release a Quiver 2). We would need
> to show him a coherent design doc, with the bugs we would fix, the features we
> would add, and the migration path to new technology (ie OpenGL, carbon).
> Conveniently, I've been pondering this for the past day or so.
I think your best path here is not in telling him what features you'd want
to add/change, but proving to him that you are actually capable of doing the
work. From what I know of Scott, he's more impressed by action than talk.
Failing that, I would recommend that you guys port one of the existing
open-source editors. Coincidentally, a Mac port of a DOS level editor for
Dark Forces was the first app I ever released publicly for the Mac, and it
was a _great_ learning experience.
> OpenGL - it would seem necessary in conjunction with a move to OS X, but I saw
> a website with some kind of Quickdraw/RAVE library for OpenGL. Really weird;
> I lost the url tho. Regardless, RAVE is pretty much unsupported by Apple now,
> and OpenGL is quite nice.
Quesa (www.quesa.org) is probably what you mean. It's QuickDraw 3D,
open-sourced to run on top of OpenGL. It's my understanding it was used in
the port of Bugdom to the PC from the Mac and that it's pretty stable now.
> about the Hexen II stuff: that just rules, I've always wanted to play that
> game. I'm pretty sure Starcraft uses Smacker too, and I think Smacker
> released a Mac player for their video. That probably doesn't help a wink for
> getting video support *in* the app, but the opening movie can be played
> separately I guess.
You can grab the player from www.smacker.com for sure. However, that may not
be necessary... ;-)
--
Brad Oliver
bradman@pobox.com