
Hello, Christian. Tuesday, June 9, 2009 at 3:40:40 PM you wrote: CS> Hi Mark, CS> My impression is that you want to get more people to use boost in a directx
context. This is a win-win situation, since this brings cleaner code into games and more code testing users to boost.
CS> Yes, that is my goal. CS> I understand and appreciate the repeated advice that I should make a CS> different repos, and a different site, to make my case. But it should also CS> be clear that I had to try boost first. Another two cents. It think you clearly understand what structure of the game development sector is quite complex. Of course, DirectX is a most suitable for PC-Windows and Xbox platforms. But there are popular game consoles (PlayStation (2, 3), Wii), Mac OS descktops, many mobile platforms (iPhone, Windows CE, PalmOS etc) and others. This is a world of the OpenGL (ES). What could you offer for developers for such platforms? :) Another view to this sector is following. Big game development companies have they own libraries and engines (try this link http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html, for example). Small developer teams are using simplest tools usually. As far as I know some members of such teams don't like either boost or STL. These libraries are too difficult for them (for _some_ small game-dev teams members, I mean). So what kind of game development teams are aimed by such kind of tool? Also you could known what 'casual' games are becoming more and more popular. Such kind of games are quite easy for develop and can be played on the wide range of platforms (both desktop and mobile, especially mobile). So _portable_ game-development library could be asked-for but not only DirectX-tied. -- Best Regards, Sergey mailto:flex_ferrum@artberg.ru