FierceForm wrote:People call SDL cross-platform, but it really just has an implementation for each platform,
Well, that's how cross-platformness works.
FierceForm wrote:so how does using an API (that is possibly more stable and efficient) for one platform and a different API for other platforms not make it cross-platform?
It would mean the kinect stuff would need to be doubly implemented, once for windows and once for every platform. So you'd end up implementing those things for windows twice. So it's not that it's not cross-platform, it's redundant.
BlackBulletIV wrote:If so, that could work, as long as the API being closed source wouldn't be an issue.
Robin wrote:It would mean the kinect stuff would need to be doubly implemented, once for windows and once for every platform. So you'd end up implementing those things for windows twice. So it's not that it's not cross-platform, it's redundant.
FierceForm wrote:People call SDL cross-platform, but it really just has an implementation for each platform
The API is cross-platform, not the implementation. If you write a program using SDL you can compile it for every platform SDL supports.
Only the simplest programs can be compiled and used on different platforms unchanged, and SDL - dealing with audio and video and stuff - is not one of them.
FierceForm wrote:so how does using an API (that is possibly more stable and efficient) for one platform and a different API for other platforms not make it cross-platform?
You expect it to be more stable and efficient, yet have the same features? Because I'm pretty sure that if one API has a feature you want it available everywhere, how will we ever get an API that's cross-platform?
BlackBulletIV wrote:Are you saying then, if the API is outside of XNA, the preferable option would be to use the Microsoft API for Windows, and the OpenKinect (I think that's what it's called) drivers for Mac and Linux? If so, that could work, as long as the API being closed source wouldn't be an issue.