<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by The Twist:<BR>I believe that one of the things that is really hurting Mac gaming is the lack of a modern graphics API like DirectX 8+ or OpenGL 2+. </div></BLOCKQUOTE><BR><BR>I have to disagree. The vast majority of games either do not use these technologies at all, or alternately do so in an entirely optional way. The version of OGL currently supported on the Mac does just fine for all of the blockbuster games that come to the platform.<BR><BR>I think there's a number of problems, and trying to focus on one as *the* problem is probably a bad idea. Some of the issues are:<BR><BR>1) new standards increase complexity of the game engines with little or no payoff. You can add DX10 to a game, but only a *tiny* minority of your customer base can use it. So you have to end up supporting both 10 and some older standard as well.<BR><BR>2) the support load is very high compared to consoles. If you write a game for the XBox you know it will work on every XBox out there. This is definitely not the case for PC's or Macs. It's simply unattractive in comparison, even with the better selection of development tools.<BR><BR>3) as a result, everyone in the industry is saying PC gaming is dead.<BR><BR>Now multiply all of those by 5% for the Mac marketshare. This is not a technical issue, it's a business issue.<BR><BR>That's not to say there aren't technical issues to solve. For instance, I advocate the selection of a suite of open-source DX-like APIs to produce a single target bundle to port to. DX is used for a number of items, 3D graphics, input control, sound and a few other utilities. While all of these are available in open source forms, there's no *single platform* that everyone's pulling. Quite the opposite, there's a lot of overlap between SDL and things like OpenAL.<BR><BR>I think Apple is in an amazing position to provide some real leadership here -- without do any real work. If they sat down with their counterparts in the Linux/Unix world and picked the API's that are most likely to provide a complete solution, then there's a platform that works on a wide variety of systems without the guesswork. I mean I look at this stuff all the time, and *I* don't know what I'd recommend to people.<BR><BR>I'd argue that this is a much larger barrier to entry than the latest-n-greatest graphics API.<BR><BR>Maury