Later, I extended Pomme to port several other Pangea games from the Mac OS 7-9 era (see “other Pangea game ports” below). You can think of Pomme as a cross-platform reimagining of Carbon, albeit at a much smaller scope. To make it easier to port the game, I wrote an implementation of parts of the Macintosh Toolbox API, which I called “ Pomme”. The overall experience is intended to be faithful to the spirit of the original game, so modifications to the game’s design are out of the scope of this project. It introduces some modern comforts (such as support for arbitrary resolutions) and fixes some gameplay bugs. This port aims to provide the best way to experience Nanosaur today. (Note: the restrictive terms in that link are ancient - Pangea does endorse the existence of this port today.) Project goals In 1999, Pangea released Nanosaur’s source code to the public. It’s also notable for being a prominent showcase of QuickDraw 3D’s capabilities, which was Apple’s high-level 3D graphics API during the 90s. Nanosaur was bundled with the original iMac and ran on Mac OS 8. Game Engine Information - An overview of Nanosaur’s game engine, written by Brian Greenstone.Instructions - Original instruction manual.LICENSE - Licensing information (see also below).BUILD - How to build Nanosaur on macOS, Windows or Linux.Originally released in 1998 as a Mac-only game, Nanosaur casts a cybernetic dinosaur from the future who’s sent back in time 20 minutes before a giant asteroid hits the Earth.ĭownload the game for macOS, Windows or Linux here: This is Pangea Software’s Nanosaur updated to run on modern systems.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |