Hi,

Quote
Well it's also an unknown thing with them isn't it. They really would be
like fish out of water wouldn't they. So they probably think it can't be
done because they wouldn't know what to do. So you provide a template.
End quote

Well, on that count I figure allot of game developers are out of their 
element when it comes to general accessibility. The problem is when you 
pick up even a beginner programming book like Beginning Game Programming 
there is not one chapter or paragraph that discusses access issues. Even 
the more advanced books like Game Programming Gems don't even spend any 
time to access. Which leaves this long trail of documented coding 
techniques and conventions which are extremely helpful, but don't 
discuss how to do it in a way that helps you and I.
To be honest about this I bet you can guess what 99% of game programming 
books are about. Can you guess?
If you said graphics design you hit the nail on the head. Every book I 
have baught, scanned, or read in electronic format spends anywhere from 
50% to 75% about 2D and 3D graphics generation the last quarter to half 
of the book discusses misc topics such as sound, input, general coding 
techniques, AI, bla. However, it is quite clear graphics and especially 
3D graphics is the most important thing sighted gamers talk about. 
Sound, input, AI, etc gets relegated to need to know as some kind of 
finishing touch to make the game complete.
For example, Kickstart Managed DirectX 9  is the bible of DirectX for a 
C# developer. It explains just about anything you want to know in down 
to earth terms, with samples, and gets you working with DirectX in no 
time. However, again working on a graphics engine takes up most of the 
book. Input and Sound take up chapters 14 and 15. The last three 
chapters are about network play using DirectX DirectPlay.


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