PC Gamer Guitar Hero III Un-review
Sunday, January 13th, 2008

Microsoft’s DirectX application programming interface (API) was first introduced in 1995. DirectX was designed to make life easier for software developers by providing a standard platform developers could use to easily make multimedia software and game programming for the Windows Platform. Before the arrival of DirectX, developers had to program their software titles to take advantage of features found in each individual hardware component. With the wealth of devices on the market, spanning from input devices to graphics and sound cards, supporting every hardware device on the market was a tedious, time-consuming process.The only fatual part of that is the first sentence about DicrectX coming out in 1995. Here is my rephrasing.
Microsoft’s DirectX application programming interface (API) was first introduced in 1995. DirectX was designed to lure software developers into using a proprietary, Microsoft-owned API, providing vendor lock-in and reduced availability of games on other platforms. Before the arrival of DirectX, developers were using OpenGL, a cross-platform, standardized 3D graphics library that allowed developers to take advantage of 3D graphics without requiring deep knowledge of that hardware.
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There is a
Business Week article
that talks about Microsoft entering the portable, hand-held media player marketplace.
Such an “Xpad” (I made that up) wouldn’t do very well I don’t think becuase it would be rife with DRM technology.
Part of Apple’s success, I think, is their take on DRM.
Just enough to make it very inconvenient seems to be the watchword.
I just quickly tried “Jake 2″, which is a port of the Quake 2 engine over to Java, and I have to say I was very impressed!
I opted for the “webstart” version,
which downloaded everything and ended up creating a native “.app” file on my Mac, which is cool.
Xcode 2.2 has been release, and mentioned in the release notes was this little nugget:
Visual Studio compatible inline assembly: In order to provide migration support for applications moving from other Intel platforms, we have begun to provide VS inline assembly support. This work is not complete at this point butsupports many usages. Please file problem reports for missing functionality.Woah. With this support, these game developers will find it much easier to bring such code over the MacOS. I am thinking of games here, and any assembly-level libraries they’ve written to speed things up. This would have to be pure code, not something that calls out to any platform-specific APIs. Maybe a physics engine or something. Then again, if you can dual-boot (or even better, switch-boot) to your game-playing OS (formerly known as Windows), why bother? Hm..
Yay, it’s out!
Ronnie, Michael and I have been playing this on the PC for the last little while and it’s quite addictive.
It’s not the most recent game, and the 3D is pretty good, although not up to today’s standards (i.e. it will look much the same on a $75 video card and a $700 video card).
Now to find someone in Toronto who stocks it!