View Full Version : What's your game development environment?
XxtraLarGe
2004.01.05, 02:24 PM
I just want to see who was using what. I'm using Cocoa.
aarku
2004.01.05, 05:01 PM
Python!
Pygame!
-Jon
Justin Brimm
2004.01.05, 05:12 PM
Cocoa all the way.
Blake
2004.01.05, 05:20 PM
Cocoa all the way.
same here.
OneSadCookie
2004.01.05, 05:21 PM
Ruby!
Apparently, I have to make this message at least ten characters long, so:
http://www.ruby-lang.org/
arekkusu
2004.01.05, 08:07 PM
There's no option for plain C?
I use Cocoa for the GUI, Carbon for plugging the holes in Cocoa, C for the OpenGL bits, and Perl for rapid idea testing.
Skorche
2004.01.05, 10:12 PM
Straight C here.
SDL or GLUT for a framework.
igame3d
2004.01.06, 12:27 AM
Engine by way of C in CodeWarrior.
Interface by way of Runtime Revolution.
Game Content and scripts by way of iGame3D.
Fenris
2004.01.06, 04:29 AM
Cocoa for anything that is Mac-only and for editors
Carbon for anything that is planned as cross-platform
Lua for game scripting, planning to move to Python
...and seriously looking into PyGame for prototyping...
I'm very glad to see that Cocoa bests Carbon in the poll, so far.
sealfin
2004.01.06, 08:26 AM
C, with SDL (or a little less often, Carbon) and OpenGL.
Steven
2004.01.06, 09:59 AM
Two choices: Cocoa, or plain C with Allegro.
whogben
2004.01.07, 08:18 PM
Theres no place like Director, even if Macromedia are a bunch of bastards (yes, they are)
Leisure Suit Lurie
2004.01.07, 08:42 PM
Logo
Logo (http://en2.wikipedia.org/wiki/Logo_programming_language)
Justin Brimm
2004.01.07, 09:02 PM
Logo
Argh! You still pimping that?!
Well, looks there is no choice for those of us using combinations of the above.
Besides, I use a rolled-my-own type cross platform library, which has come to a state where I no longer have to touch the underlying Carbon code. Woooha.
kelvin
2004.01.08, 08:16 PM
Cocoa!10char
Mark Levin
2004.01.09, 12:50 AM
Well, looks there is no choice for those of us using combinations of the above.
Besides, I use a rolled-my-own type cross platform library, which has come to a state where I no longer have to touch the underlying Carbon code. Woooha.
Well, if we're playing that game, I also do most of my game development these days in my own scripting language. :ninja:
PowerMacX
2004.01.09, 11:18 AM
SDL for games, but only for cross-platform event & window handling. C++ & OpenGL.
Cocoa for level editors.
vBulletin® v3.6.8, Copyright ©2000-2008, Jelsoft Enterprises Ltd.