Just thought I would update anyone who is still subscribed to this feed here at MakeMacGames.com.
I’ve moved my active blogging about game development to my company’s blog to keep everything together. It’s become easier over time to maintain only one blog.
On that note, I just posted a small Bullfrog 2 development update and teaser screencast to share our progress. So, if you’re interested in following along, you may want to head over to the Outer Level Blog and subscribe to the news feed there.
The Apple Developer Connection just posted a new developer interview. This time they talk to Freeverse, developer of “WingNuts 2” and publisher of “Heroes of Might and Magic V“, “LineForm“, and “ComicLife“.
The 11-person team at Freeverse, Inc. might be small, but the company has scored big with the action arcade game Wingnuts 2: Raina’s Revenge, which won the 2006 Eddy Award for Best Game and was named runner-up for the 2006 Apple Design Awards for Best Mac Game.
While the article is mostly an advertisement piece, it is an interesting read. It’s also nice for a Mac First game developer to get a bit of the spotlight.
ADC: Building WingNuts in Xcode with OpenGL
Yesterday, I mentioned the possibility of a multithreaded version of OpenGL coming to Mac OS X.
Today, Macworld has an article revealing much more detailed information. Sounds like there could be some interesting results when this technology becomes the mainstream.
Tuncer Denis of InsideMacGames.com has an interesting post on his blog speculating that Apple is readying an update to OpenGL that will bring up to a reportedly 2x performance boost.
One person told me they saw a very popular MMORPG DOUBLE in frame rates in one particular scene because of multi-threaded OpenGL. We’re talking from 60 frames to 130 frames just in that one scene alone.
Tuncer goes on to mention that multi-threaded OpenGL will only be available on the new Mac Pro but may yet make it into Tiger 10.4.8. But, he then contradicts himself and says it may wait for Leopard.
Ah, the way of rumors.
I’m a bit puzzled as to what multi-threaded OpenGL means. Does this mean that it is now thread-safe? I thought it already was. Or does this mean it “automagically” takes advantage of additional cores and processors behind the scenes with no additional programmer work?
Either way, it will be interesting to see what kind of performance gains we will see.