Wow, that's really cool

I'll certainly clarify anything that needs to be
I guess a general advice on porting it would be to start by porting the sample files Main.cpp and Demo.cpp (which are not strictly speaking part of Pixie, they are examples of how to use it), but substituting the Win32 stuff for the NULL stuff. The advantage of this being that you can port subsystems one at a time, and test things as you go along.
Also, note that the non-platform-specific interface base classes (in the Platform folder) defines (or try to anyway) how each interface is meant to work, which could possibly be useful...
As for your specific question about Platform_Win32_FileSystem_Directory - no, it is not recursive, it just looks in the specified folder and gathers all files and directories in that folder, and stores their names only - to access sub-folders/files of those folders, the caller will have to create a new Platform_FileSystem_Directory object using that name. This makes it a bit more awkward to use, but easier to implement when porting - and you don't really use these Platform systems directly when making a game, as it is wrapped up in higher level game engine functions.
Also, a while back there was a guy on another forum who started a linux port of Pixie (before the Lite release), and though he didn't finish it (I have no idea how far he got), he was kind enough to send me the source code, in case someone else had use for it. I'm sure you don't
need it, but if you want it for reference or whatever, you can grab it here:
http://www.colossusentertainment.com/fo ... nux.tar.gzBut don't rely to heavily on it - it might be rubbish for all I know
