officially a Mac developer too, wait, what?
It’s little over a month since I said I wouldn’t do any more porting for Vizati. Lesson learned, don’t say never again… When I started making the engine in C++ with an OpenGL/DirectX layer, I tried to keep in mind a multi-platform environment. Keeping rendering and OS specific calls abstract from the game itself and the engine to a certain level was one of my goals. Easy to say, hard to accomplish. Anyway the engine already supports Windows, iPhone and iPad. ...