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By
Jack Thornton
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

Windows
95:
Stories from the Trenches
The
broad goal of this roundtable was for developers who are producing game
titles for the Windows 95/NT platform to share real-world experiences,
problems and solutions, undocumented tricks, gotchas and workarounds,
etc. Participants were also encouraged to ask questions of other participants
in areas where they may currently having difficulties and seeking solutions
or advice on various aspects of Windows multimedia software development.
In order to keep the roundtable focused, I broke the discussion into
four distinct topics:
*Win32 Operating System and general Windows API
What kinds of problems or opportunities
exist in the Win32 operating system? How much overhead does the OS eat?
How efficient are threads, and what special problems are associated
with their use? What is the best API for reading files from hard disk
or CD? What are the options for allocating memory? What are the tricks
for using VxDs to access low-level "under-the-hood" services?
*DirectX, ActiveMovie, ActiveX and other
game/multimedia specific APIs
What kinds of special "undocumented"
problems or solutions have the participants encountered in using the
special multimedia APIs? What kinds of cool tricks have been developed
utilizing these technologies? How many people ignore DirectDraw and
just program to GDI?
*PC Hardware
Programming for Windows means
programming for the IBM-PC compatible hardware platform (not too many
people are making their fortunes writing games for MIPS or DEC Alphas
running NT). So what have people discovered about Pentium optimizations,
MMX, third-party (non-Intel) processor compatibility issues, CD, DVD,
low-level hardware access, device drivers, etc.?
*Development environments
The tools that are available
for creating game software for Windows, including compilers, assemblers,
IDE's, debugging aids, multimedia asset processing tools, etc.
I seeded the beginning of each topic
with something that my team had discovered over the past year, and kept
each topic going 15 minutes or until discussion on the topic began to
peter out. At the end of each roundtable, I provided addresses of appropriate
game and Windows development newsgroups on the Internet.
There was a considerable amount of information shared about the OS and
hardware; these seemed to be the most popular topics. A fair amount
of information was shared about DirectX, etc., it may be that Microsoft's
beta program (and bug reporting mechanism) may provide enough of an
outlet to address concerns and get questions answered. I was surprised
to discover that few participants had much to say about development
tools, other than the inevitable discussion about the bugs in the latest
release of Microsoft Visual C++. I would have liked to have seen more
feedback and good/bad testimonials about such things as Bounds Checker,
Soft Ice, Source Safe, etc. In any event, the number and scope of topics
seemed to be an appropriate fit for the hour-long sessions; none of
the topics dragged on to fill time or seemed to be too rushed to cover
to everyone's satisfaction.
The roundtables were attended by both neophytes and experienced Windows
developers in what I felt was a good mix. The "newbies" asked some good
questions and, for the most part, got good answers. There was enough
frantic note-taking in the sessions to lead me to believe that most
attendees learned something they felt was of value.
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