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Reader Comments (17)

Posted: Nov 20th 2009 4:05AM (Unverified) said

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O-M-G
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Posted: Nov 20th 2009 4:15AM President Taco said

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Windows emulation is the best thing to ever happen to Mac gamers.
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Posted: Nov 20th 2009 10:17AM Heston said

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If by Windows emulation, you don't mean Windows emulation, and you actually mean Boot Camp, then yes, you're correct.
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Posted: Nov 20th 2009 4:17AM finnith said

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That's pretty sad, not only do you get a mediocre game, but it's running on emulation software to boot.
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Posted: Nov 20th 2009 4:19AM (Unverified) said

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Really? Does this game even have a community to make it commercially viable? Wouldn't it be best to just sweep this under the carpet ASAP?
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Posted: Nov 20th 2009 4:37AM (Unverified) said

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Cider being based off of Wine would make it *not* an emulator, but rather a compatibility layer. Emulation is when you simulate a hardware environment, which is not what happens here.
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Posted: Nov 20th 2009 4:42AM sonicspike41 said

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Just guessing, but does this program/layer merely redirect certain calls to their Mac counter parts? Like redirecting any Direct X calls to use the Mac variant instead?

I remember that's how they got Halo 2 working in XP, by redirecting the DX10 calls to ones that would work properly in XP.
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Posted: Nov 20th 2009 4:49AM (Unverified) said

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Halo 2 working on XP was easily done because it arbitrarily required DirectX 10 but didn't use any of it.

It is a compatibility layer in the sense that it re-implements DirectX to just forward to other system libraries. Direct3D calls for example are handled, then passed to the OpenGL library as OpenGL calls.

The compatibility layer introduces a small performance hit, but not really much. In this case, the conversion is done by taking the source code of the game, and implementing the compatibility at compile-time, so the calls aren't necessarily always converted at run-time. It would be essentially a program that runs on OSX.

The use of Cider/etc for porting games is a lazy way of doing it instead of re-writing the rendering and input for each platform manually(which would result in a major performance boost), though it does save on development costs.
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Posted: Nov 20th 2009 7:00AM John Z said

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From a development standpoint, then, wouldn't it be far smarter for companies to write their routines in OpenGL and then when compiling for Win/OSX, have the wrappers there convert the calls to DirectX/Core Graphics? Or am I missing some critical bit of information about how DX and OpenGL work?
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Posted: Nov 20th 2009 7:51AM Maulok said

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Almost anyone can make an average dual stick shooter, but it's challenging to make a ridiculously bad one. So congrats to the Star Trek DAC team for that.
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Posted: Nov 20th 2009 10:56AM President Taco said

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Whatever technicality makes you feel better buddy.
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Posted: Nov 20th 2009 10:57AM President Taco said

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crap, that was for Heston. bah....
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Posted: Nov 20th 2009 11:10AM trainwrecka said

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That's too bad. Games running natively on the Mac - read: designed with the Mac interface in mind - always feel better.
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Posted: Nov 20th 2009 12:07PM Turles said

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Has anyone actually tried this game? It's $10 on Steam and it's pure garbage.
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Posted: Nov 20th 2009 12:36PM (Unverified) said

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That's cool. I want a Mac now. I so tired of my damn Dell. That company sucks and isn't what it used to be.

I'm saving for a Mac now...
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Posted: Nov 20th 2009 4:24PM (Unverified) said

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no native port? XBLA it is.
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Posted: Nov 20th 2009 6:47PM (Unverified) said

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D-A-C? Weak tea! Hokum for rubes! Give us an OS X version of Star Trek Online and then we'll talk.
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