by Dan East » Apr 18, 2001 @ 1:30am
Windows provides the same layer of hardware abstraction. A programmer never directly accesses the hardware. However, when it comes to accessing the display, no programmer wants their game to have to use the Operating System as the middle-man, which wastes a lot of time displaying the game screen. Thus Microsoft provided the Game API for Pocket PC, which gives direct access to the display buffer. The problem writing software for the various types of devices is simply the idiosyncrasies found between the hardware of the various devices. In truth, Microsoft has done a very good job, especially when you consider how vastly different each Pocket PC is (entirely different processors, etc). These same problems will plague Linux as well. I would say there are a large number of Linux applications that compile and run fine under Sun Workstations, but not under Intel X86 machines.<br>So, in short, the device-specific problems we've encountered with Quake have nothing to do with windows, but with the different compilers used for each device, and the way the direct screen access is handled by the hardware.<br><br>Dan East