philip it is ashame you can't make your game engine mac compatible as well. as 
a matter of fact, why aren't people who are making supposedly mac playable 
games like draconis, helping developers like philip?
no proof as of yet of a mac playable game has come into existance as of yet

On 20 Feb 2010, at 16:28, Philip Bennefall wrote:

> Hi Thomas,
> 
> I agree on all the points about why one would wish to use ones own game 
> engine, personally having once learnt how to make my own I would not want to 
> use a ready-made one either. However, I just want to point out that Bgt could 
> indeed be used to make the sort of games you are refering to as, at it's 
> core, it is very much a general purpose game engine. There are no predefined 
> map types etc, you can make maps with several dimentions quite easily for 
> example.
> 
> Kind regards,
> 
> Philip Bennefall
> ----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Saturday, February 20, 2010 1:19 PM
> Subject: Re: [Audyssey] programming
> 
> 
>> Hi Muhammed,
>> there are several reasons why I am writing my own game engine. They
>> are as follows.
>> First, Philip's game engine isn't cross-platform and I am hoping to
>> design a game engine that can be ported to Mac OS, Windows, and Linux.
>> I can't do that if I'm using someone else's game engine.As I am
>> currently considering making the switch to Mac myself it only makes
>> sence I begin distancing myself from Windows proprietary software.
>> Second, Philip's game engine lacks features I personally want in a
>> game engine. As I have often mentioned on list I wish to create a
>> fully 3D FPS game engine so I can produce games on par with Tomb
>> Raider, Jedi Knight,  Halo, Doom, etc. What I want to create is quite
>> a bit more complex than games like Sarah, Shades of Doom, or any of
>> the other blind FPS games that currently exists. By 3D I don't mean
>> just sound, but the entire game environment will be in 3D with six
>> primary directions of movement left/right, up/down, and
>> forward/backward.Plus, of course, all of the directions in between.
>> Third,  in all respects my Genesis Engine project predates Philip's
>> BGT Toolkit. The Genesis Engine has been in proeductions since early
>> 2008 and has had various stops and starts along the way. I initially
>> began designing it in C# .Net, decided I didn't want to do that,
>> converted it to Java, decided I didn't like that either, and finally
>> settled on the current version written in C++. The end result is even
>> though I technically started the project in 2008 it took me the last
>> two years of trial and error to come up with a design that would meet
>> all of my expectations.
>> Finally, any time you use somebody else's engine there are license
>> agreements to follow, royalties to be paid, etc for commercial games.
>> I'd rather not have to do that if I can. I'd rather use my own engine,
>> which I don't have to license, and actually own the software outright.
>> Although, I'm currently using FMOD Ex in my engine so there is some
>> royalties to be paid if I continue to use that API commercially.
>> However, since I am able to I could always yank FMOD support out of my
>> engine and replace it with something like XAudio2, DirectSound,
>> OpenAL, or something else if I decide to do that.
>> 
>> Cheers!
>> 
>> 
>> 
>> On 2/20/10, Muhammed Deniz <muhamme...@googlemail.com> wrote:
>>> Yeah, but Why is it wurth to create a game engine when Philip is creating
>>> one?.
>>> Ok Thomas, I will not want you to get angry or upset at this question,
>>> because I only want to know the reason.
>>> 
>>> Best of luck,
>>> Muhammed.
>> 
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