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Oh come now, porting things to Windows is about as tricky as porting things to any platform that isn't completely insane or bizarre. Windows has its fair share of oddities, maybe more, but overall it's very similar to most other commonly available operating systems. If you're writing a program that runs in user mode, like a game, the porting is easy if you make it easy, and hard if you make it hard. So, do try not to make it hard. You can't just sort of tack portability on at the end, by targeting one system and then trying to build on the other one(s) right at the end. That's just going to involve a pile of work, that you could avoid. If you build on all of the systems you target, all the time, and fix problems as they arise, it's much easier. There was (and maybe still is) this notion that portability for Windows programmers consisted of "Windows '95 AND Windows NT". There might be a newer version of the saying these days, probably "Windows 7 32-bit AND 64-bit". But anyway, it was rightly used as a stick to beat Windows programmers with. But the competing approach, of sticking to gcc, maybe using POSIX and pthreads, perhaps relying on fork a lot, etc., etc., and then crying foul when it won't work on Windows... well, that's always seemed to be perfectly acceptable for some reason ;) |