the "Black Art of 3D Game Programming". These were from my first attempt to get
into game programming in 1998 when I bought this book. This book IMO is the
best book on game programming available at the time. I remembered making my
first VGA program based on it.
But I didn't remember until now is that I tried to make a vertical scrolling
shootem'up - just like that "Gunhacker" project I previously attempted over a
year ago. I used DJGPP and Allegro back then, and graphics were going to be
pre-rendered in POV-Ray and Terragen. I guess University got in the way and
then I completely forgot about it.
So last week I decided to make a third attempt at an R-Type clone, using the
work from both projects. All the tools I used back then are stillarround, and
Allegro is even still in development. So does anyone want a new DOS game 10
years in the making?
Seriously though, my plan is to and port the work to MinGW and the Windows
version of Allegro, using the newer assets I made for the Gunhacker project. I
can then (maybe)make a DOS port the project and put a close on both these
unfinished projects.
Question: How good is Mac/Linux support under Allegro? From what I've read,
Mac and Linux support is new and not as optimized as under Window. I might
consider using SDL (I really don't care about targetting DOS). I think its
important because Mac and Linux could use more games.
I don't know about the compatibility for Allegro, but it was trivial to get my SDL games working on both Windows and Mac OS X. If a library claims to be cross-platform you can make a simple demo and run it on both platforms and see how it goes. Once you get an app working on both platforms it's pretty straight-forward to keep things cross-platform if you keep testing it as you go.