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CodeMaster

macrumors newbie
Original poster
Jun 25, 2006
1
0
Hello there,

I am an experienced programmer with many years of programming on Win32/DirectX.

Now I have about 120,000 VC++ sloc's to port to OSX and OpenGL, plus a decent number of vertex and pixel shaders written in assembly-like code.

Where to start? Is that even doable in a reasonable time frame?

I am looking for book recommendations, web links and people willing to share their experience in a similar project.

Thank you in advance.
 

Catfish_Man

macrumors 68030
Sep 13, 2001
2,579
2
Portland, OR
That'll be a huge project. My understanding is that many of the large game porting companies have ogl->dx libraries to take some of the burden.
 

wmmk

macrumors 68020
Mar 28, 2006
2,414
0
The Library.
Catfish_Man said:
That'll be a huge project. My understanding is that many of the large game porting companies have ogl->dx libraries to take some of the burden.
what about that new software that ports games? it was featured in macbytes.

EDIT: the thing is called alky, and the public beta will supposedly be out soon.
 

slooksterPSV

macrumors 68040
Apr 17, 2004
3,544
306
Nowheresville
CodeMaster said:
Hello there,

I am an experienced programmer with many years of programming on Win32/DirectX.

Now I have about 120,000 VC++ sloc's to port to OSX and OpenGL, plus a decent number of vertex and pixel shaders written in assembly-like code.

Where to start? Is that even doable in a reasonable time frame?

I am looking for book recommendations, web links and people willing to share their experience in a similar project.

Thank you in advance.
OpenGL, to make a triangle here's how easy it is:

glBegin(GL_TRIANGLE);
glVertex3f(0.2f, 0.5f, 1.0f);
glVertex3f(-0.2f, 0.5f, 1.0f);
glVertex3f(-0.2f, -0.5f, 1.0f);
glVertex3f(0.2f, -0.5f, 1.0f);
glEnd();

Anyways, for colors and textures, its easy. I think DirectX is overly complicated.

GL you can also make lists so that you just call up the list instead of plotting points again to draw the shape - very useful for inanimate objects. Anyways, as for the Assembly, wouldn't that differ from x86 and PPC (depending on the platform) --not sure about that one. The code, would take a bit, but it'd be doable within reasonable time, 120,000 lines - working on it for 5 hours a day you'd have to work on it for about 6 months + testing would be my figure (single person).
 
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