i would pay anything but would rather have a mac version first. and if rs games 
can create a mac version then you can. 

On Dec 1, 2011, at 3:08 PM, QuentinC wrote:

> Hi dark,
> 
> There's a big difference between my playroom and Thomas' game.
> 
> In Thomas' case, in order to make something multiplateform, he has to think 
> completely his project to be multiplatform from start. Being multiplatform in 
> C++ is not an easy task at all: you must pick the right audio engine, the 
> right windowing and input handling system, organize your files in a certain 
> way, don't use proprietary formats or drivers specific to a certain OS, put 
> all these things together correctly, etc.
> 
> In my case, my game essentially works on a server, and the server is the same 
> for all clients on all systems. In fact the client is rather stupid: it only 
> shows what the server tells it to show and ask the server for what to do when 
> certain keys are pressed.
> Compare that to your web browser: it only shows the page the webserver 
> delivered to it, and ask for another page to show whenever you click on a 
> link. The logic behind, i.e. how the websites you are visiting really work, 
> is a matter of the server only. The browser only know that you clicked on a 
> link, it doesn't know that you are ordering something in a online shop.
> Note: this is a very simplistic view of the real job done by a browser, but 
> you should catch the basic idea.
> 
> Consequence of that: the developper has just to make a GUI and follow my 
> protocol to communicate with the server properly. He can use the specific 
> tools and drivers of choice for his system to make the GUI, the audio, the 
> input handling, talk to the network, etc.. The problem is therefore in theory 
> far much easier than thinking from the beginning how you could do so that 
> that particular thing work the same way everywhere without changes. Of course 
> the task remain difficult, but has nothing to do compared to what Thomas had 
> to do.
> 
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