On Wed, Mar 2, 2011 at 8:20 AM, Olivier Guilyardi wrote:
i should comment here: although this is the *theory* behind game
development, its very far from the reality. for a variety of reasons,
i've been exposed to some of the internals of a number of real world
games recently, and they are the biggest mish-mash of toolkits and
APIs that i've come across. although its not the rule, its not
uncommon to find windows games, for example, that use up to three
different APIs for delivering audio.
its certainly a good theoretical target, but don't hold up game
development as an example of somewhere that actually follows this
practice uniformly.
> But this later problem could be solved with a simple audio-oriented UI toolkit,
i know its the reality that you're facing right now, but as a bit of
an old-timer, i have to say that a lot of this discussion reminds me
of the early days of windows on 16 bit processors when people went to
all kinds of crazy effort to pack stuff into a hardware-limited
situation. it doesn't help things right now, but i just want to remind
you (as an old-timer) that just about every one of the limits you're
trying hard to pay attention to will evaporate within the next 5 years
:)
--p
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