Glenda Adams Discusses Mac Gaming
6:00 AM | Cord Kruse | 19 comments
The Mac Gamer has published a new interview with Aspyr Media's Glenda Adams. The Director of Development discussed a variety of topics related to gaming on the Mac including the repercussions of the Intel switch, increased difficulty dealing with graphics technology, and the future of game development.
TMG: Weíve had Intel in our Macs for a few years now. Has how the switch changed game development for the Mac?Visit the site below to read the rest.
The Mac Gamer: Glenda Adams Interview
Glenda: Itís lessened some of the work we have to do, but unfortunately the graphics side of games has just exploded. The amount of shader code and complex rendering is probably 2-3 times as much work as it was for games a couple years ago, so that has more than offset the efficiency gains we had from the
TMG: Why hasnít there been a flood of games for the Mac that some predicted?
Glenda: I think there are several reasons - Mac game sales are still fairly constant, and havenít expanded with Appleís market share increases over the last two years. So there isnít loads of money to be made. And the complexity of games has made it more difficult to port them to the Mac. Lastly, the PC market has been really beat up in 2007 and 2008, and there just arenít as many AAA PC games out there that make sense to bring to the Mac.
TMG: What happened with ET:QW? It was originally destined for a Christmas release but was postponed till March.
Glenda: The last three or four games weíve done for the Mac have all had 3-4 month delays that were tied directly to issues with graphics performance and stability. From Neverwinter Nights 2 to Call of Duty 4, and ET:QW in between. The sheer complexity of modern graphics engines has somewhat overwhelmed the ability of OS Xís OpenGL framework and drivers to keep up, from a performance and stability standpoint. Weíve had to spend many extra months on each project working very directly with Apple, AMD/ATI and nVidia to get the widest support for hardware we can while avoiding some of the known problems in the graphics drivers.
TMG: Whatís the most frustrating thing about developing for the Mac?
Glenda: Lately itís been frustrating dealing with things beyond our control. Contracts, legal negotiations, etc. Itís no fun having to shelve a project because the license details just canít be worked out.
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