Interview: Coderus' Mark Thomas June 3, 2003 | Tuncer Deniz | | Pages: |  | 1 | 2 |  |
|
Last year Coderus released a revolutionary product called MacDX. MacDX allows software and porting houses to bring DirectX based products to the Mac OS platform rapidly and cost effectively by providing the DirectX interfaces and functionality so that the product runs just as it would on a PC. Since its release, MacDX has been used to port over games such as Wipeout 2097 and KickOff to the Mac. IMG recently spoke to Coderus Mark Thomas about MacDX and its impact on Mac gaming. IMG: First, can you tell us a bit about yourself. Thomas: I been working and playing with computers for many years, I think my first computer was the Vic-20, although I use to play on my fathers work computer. I have been programming since about 15 on computers and I have been using MacOS computers since the Mac plus where I use to do Omnis 3 development in the beginning although moved onto Think Pascal. I started work with Omnis Software (or Blyth Software at the time) from University where I was mainly worked in cross-platform development. Although while I was there I worked with some of the other developers on a version of the Disney's LionKing from the sega-mega drive, which we did very well, as we proved that the 68K Mac's could compete with the console's at the time, although at the time Apple was having difficulties (time of the Pippin), which made the publisher's wary and decided to can the project, but I guess the seed was placed that we able to work unique development solutions.A little history of how MacDX evolved is that the engine code didn't start out to be a DirectX layer. It original started to be a PSX interface layer, which I started as I was a Net Yaroze developer and noticed that the PSX API could be mapped onto the MacOS, so developed an engine which could be used in the porting of PSX onto the MacOS. Unfortunately or fortunately depending on how you look at it, that Connectix released the great VGS PSX emulator which did a great job, so you didn't need to do a port, just pop in the PSX CD. Then add in SONY into the picture and they started to sue every PSX emulator about, so I decided that maybe the PSX API for MacOS might cause more trouble and everybody would be very varying of what SONY would do. IMG Coderus has been around since 1993. Can you give us some history on the company. When it was formed, what products have you released in the past, etc? Thomas: Well since 1998 actually when it was formed and started to trade. Coderus has been primary focus on development consultancy, where we have carried out a lot of work for many companies, doing all sorts of development work on PC, Linux, Irix, HP, Solaris and of course MacOS. In a wide range of development tools. I have been been in MacOS development for over the last 10 years, and have done a lot of cross platform development to Win32, Solaris, Linux and other platforms. IMG: For those who might now know what MacDX is, can you explain what it is and why it is needed?
Thomas: MacDX gives a fast track approach, for new developers and publishers who want to enter the MacOS gaming arena, as it allows them to catch up on the DirectX engine's which are usually created for most MacOS ports, by porting houses or are held by some publishers. Another way MacDX helps as it lower the required development knowledge of the MacOS the developer requires, so they don't have to know about all the Apple technologies and how to use them. As there aren't many developers which have the necessary knowledge all API DirectX and MacOS in doing port work, it can help in getting more developers doing ports. Or even the original game developers doing the work.
| Pages: |  | 1 | 2 |  |
|