iWerks
When I saw specs for the graphics card they are using in the new iMacs, I knew it was time for Leadwerks to come to Mac. Steam for Mac also recently came out, so the time seems right for Mac gaming. Of course, some guy blew up the Roseville Galleria, so the Apple store was closed. I ordered the 27" iMac with a 3.2 ghz dual core processor and upgraded the graphics card to an ATI 5750. Here's what they sent me:
The computer case/monitor (it's all one piece) is a solid piece of aluminum that doesn't bend or crackle when you pick it up, like most PC equipment. It's very nice to have a solid geometric shape with such stability.
The keyboard looks weird at first, but I got used to typing on the low flat keys very quickly. The mouse has a touch surface instead of a mouse wheel, which works well for scrolling pages, but doesn't work at all for switching weapons in a game. The shape of the mouse is not very ergonomic, and I don't think I will be able to use it for extended periods of time unless I figure out a better way to hold it. The mouse and keyboard are both wireless. In fact, I have a computer with speakers, mouse, keyboard, camera, and internet, and only one cord is coming out of it, for power. It definitely cuts down on space and mess.
The monitor is the most beautiful I have ever seen. It's 27 inches with a native resolution of 2560x1440. At that resolution, you can't even see the individual pixels. The desktop background looks like a photograph because you can't see pixels. I have a black and white photo in the background and I can see individual grains of sand on a beach. It's really incredible. Unfortunately, the OS has not adjusted to this fine resolution. There is no way to adjust the font size for the whole interface, so if you have the monitor set at its native resolution you will be looking at text that would be about a size 6 or 7 on a 1920x1080 monitor of the same physical size. You can lower the resolution, but then text gets slightly blurred. A few programs like Xcode and Safari let you adjust some of the text sizes, so that is what I am getting by with for now. This giant image is squeezed onto a 27" monitor:
The speakers embedded in the monitor (that I didn't even know existed) are surprisingly good. I sort of got used to my bass-heavy Altec Lansing speakers with bad shielding and a constant buzz. It's nice to have good clear speakers and no subwoofer to trip over.
The ATI 5750 has 720 stream processors (equivalent to about 144 NVidia stream processors) but I was apprehensive about performance because it is a mobile card. Source engine games ran great with max settings at the monitor's native resolution of 2560x1440. Remember, this is running in native OSX, not Windows with boot camp:
I wanted to see how a more demanding engine would do, so I installed Windows 7 on a separate partition and ran Crysis. I was surprised to see the game running with max settings at about 18 frames per second, at the monitor's massive resolution. Of course, lowering the screen resolution improved performance. So that was not bad at all.
I spent some time with the Mac developer tool Xcode. It's about the same as Visual Studio. It uses GCC to compile, which cuts the ten minute build time in Visual Studio down to about a minute. I could get the same results on Windows using Code::Blocks so that's not really a Mac thing, but it's nice to work with. I am pleased to say that Leadwerks Engine 3 is now compiling for Windows and MacOS. The Mac version has no graphics or GUI yet, but it compiles without any errors, and that is a big achievement. Linux should be easy now, since it's a lot more like Mac than Mac is like Windows. I also tried out the iPhone SDK and was pleased to see the iPhone emulator starts up almost instantly. By contrast, the Android SDK took me about 45 minutes to install the first time, and it took ten minutes for the emulator to start.
So my conclusion on Mac is that I am very pleased with just about every aspect of them. You could reasonably get away with only having an iMac for development, because it allows you to make games for Windows, Mac, Linux, Android, and iPhone. I may make MacOS my main operating system, although I have to keep some other machines around for compatibility testing. It's taking some extra time to get the cross-platform support for Leadwerks Engine 3 in from the beginning, but I think a couple extra weeks spent now will be well worth it in the long run. Soon enough the code will be platform-agnostic, meaning I can just work with my own code, instead of trying to figure out somebody's else's designs.
I picked up Left 4 Dead 1 and 2 last week in a Steam Halloween sale. I'm starting with the first one, and I absolutely love it. I've always liked co-op play since Duke Nukem, and there hasn't been nearly enough of it available. I also love zombie movies, so Left 4 Dead is right up my alley.
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