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Sharky Extreme




Sharky Games: May 10, 2008





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We recently interviewed Brian Greenstone, owner, programmer, tech support, and pretty much everything else for Pangea Software, Inc. Brian is Pangea Software, Inc.. A developer since 1987, Brian has worked on various platforms including the Apple II, Super Nintendo, PlayStation, and Macintosh. He also was tapped to contribute two chapters to the "Tricks of the Mac Game Programming Gurus" book. A trailblazer for 3D acceleration on the Mac, his 3D game Nanosaur has been bundled with every iMac.

SE: When was Weekend Warrior developed and released? What ground do you feel you broke with Weekend Warrior?

BG: Weekend Warrior was done three years ago for Bungie. It didn't sell many copies (around fifty) because it was bundled with the Power Computing clones, the Performa 6500's, and the ATI Rage II cards. Also, the game really wasn't very good and Bungie rightfully didn't push it much.

It was the first 100% 3D game on the Mac. There wasn't a single piece of 2D art in the entire thing. Even the credits were done in 3D. The game was really pushing the limits of the technology at the time and the game play seriously suffered from it.

SE: Now that OpenGL is on all new Macs and QuickDraw3D and RAVE (Rendering Acceleration Virtual Engine) are being left behind, will you switch your 3D development to OpenGL? [QD3D and RAVE are 3D API's for the Macintosh that Apple has abandoned in favor of OpenGL.]

BG: Yep, I'm working on my OpenGL engine as we speak. Its a royal pain in the butt moving from a high-level 3D API like QD3D down to OpenGL, but that's how it goes I suppose.





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