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Rivers of MUD - a Diku and Merc based multiuser dungeon
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Getting UDP through NAT/firewalls/whatever for a game
Getting UDP through NAT/firewalls/whatever for a game
QuickTime errors
Python script as stand alone MUD server
Subject: Various sound problems
Fragment Shaders & GL TEXTURE RECTANGLE EXT
Subject: Timers and global variables
Re: Language and platform for Text MUD server
Apparent acquisition of Yantis (mysupersales) by IDE
HID keyboard
Getting UDP through NAT/firewalls/whatever for a game
Microsoft Sparkle
Subject: Director MX
Congratulations Horizons
Yet more problems fullscreen mode
Apple Dev Kitchen Them 's tasty vittles, Maw!
NSOpenGLContext, Pbuffers, and drawables
More DCR "theft " naughtiness
dynamic sprite creation and imaging lingo
Re: Find stuff in Flash array?
Effects of skill imbalances?
QuickTime errors
Rom 2 4/Quickmud Enhancement/Bug fix
Subject: Working with XML files/CFURL
smooth scrolling/subpixel tweening
RE: (Ron help me?) Flash text
Subject: Flash Racing
Subject: MudDev FAQ 2
Browser based games
Installing GLUT
Special character in Flash XML
 
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Subject: Re: memory (was: OpenGL Colibricks)

> > > > bus. Kind of like Altivec if Apple had invested more in memory bus > > > > speed before the G5 and Core. > > Can you say CELL? 24 GB/sec to main memory 78 GB/sec to VRAM. Sweet > (except for

Subject: Re: memory (was: OpenGL Colibricks)

On Aug 27 2007 at 11 42 AM George Warner wrote > LOL! These days cache misses are the same speed as no-cache. The > (non)Performa 's had terrible (read "cheap ") cache designs. Can we > discuss >

Subject: Re: memory (was: OpenGL Colibricks)

Mon 27 Aug 2007 10 55 08 -0700 On Aug 27 2007 at 10 55 AM Ian Ollmann wrote > Any gluttons for punishment > ^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H people Since we 're on the topic of optimiza

Subject: Re: memory (was: OpenGL Colibricks)

On Aug 27 2007 at 12 41 PM glenn andreas wrote > > On Aug 27 2007 at 12 55 PM Ian Ollmann wrote > > > I believe that the CELL processor is the 1st generation of the > > > "next big > > > thing ".

Subject: Re: memory (was: OpenGL Colibricks)

On Aug 27 2007 at 12 55 PM Ian Ollmann wrote > > I believe that the CELL processor is the 1st generation of the > > "next big > > thing ". The problem isn 't with the hardware as much as the skills

Subject: Re: memory (was: OpenGL Colibricks)

On Aug 27 2007 at 10 42 AM George Warner wrote > BUZZ! There are very good reasons to only do aligned accesses > (which is why > Intel & AMD both require it for 64-bit mode) and it 's trivial t

Subject: Re: memory (was: OpenGL Colibricks)

On Sat 25 Aug 2007 18 25 36 -0600 zmorris@(protected) wrote > On Aug 25 2007 at 2 09 PM Rob Barris wrote > > Zack writes > > > I think CPUs today especially dual core are idle 95% of the time > > >

Subject: Re: memory (was: OpenGL Colibricks)

On Aug 25 2007 at 05 25 PM zmorris@(protected) wrote > > Cache is why we get utilizations as high as we do. No cache would > > make the situation worse and not better. > > I agree with everything e

Subject: Re: memory (was: OpenGL Colibricks)

On Aug 25 2007 at 2 09 PM Rob Barris wrote > > Zack writes > > > > I think CPUs today especially dual core are idle 95% of the time > > or another way of saying it is their potential power is

Subject: Re: Screenshotting an NSView

I ended up hacking it in as well - now we have a custom flag for "Launch Unity in screenshot-for-docs mode " with hotkey 's I will never be able to remember that does all sorts of niceness... Thank

Subject: memory (was: OpenGL Colibricks)

Zack writes > I think CPUs today especially dual core are idle 95% of the time > or another way of saying it is their potential power is 95% > underutilized. This is not true for well written

OpenGL Colibricks

On Aug 22 2007 at 5 54 PM Ian Ollmann wrote > On Aug 22 2007 at 3 47 PM zmorris@(protected) wrote > > > They probably wouldn 't even have been needed if back in 97 intel/ > > ibm/motorola had deci

Subject: Re: OpenGL Colibricks (Mark Buchanan)

Perhaps this is a naive suggestion but since Colibricks seems to use very simple rectangular geometry you could use an AA trick that I have used successfully in my iTunes Visualizer "JewelCase "

Subject: Re: Screenshotting an NSView

If you wanted to hack together your own code to do this (possibly as a feature in Unity?) CocoaDev has a piece of code for capturing screenshots for an NSRect at <http //www.cocoadev.com/index.pl?Scr

Subject: Screenshotting an NSView

We 're gearing up to release Unity2 and are about to update all images in our manual (450+) to reflect the GUI changes. Does anyone know if there is a way to get screen capture to grab the area of

OpenGL Colibricks

It 's really a shame because I really like the rest of OpenGL a lot. The easy way of doing texture mapping and simple lighting would be just perfect for Colibricks. Only antialiasing seems to be a

OpenGL Colibricks

On Aug 21 2007 at 12 06 PM Michel Colman wrote > All I want to do is draw some simple rotated sprites with antialiased > edges. No problem. Keep reading. > POLYGON_SMOOTH is no longer supported

OpenGL Colibricks

On Aug 21 2007 at 12 06 PM mac-games-dev-request@(protected) wrote > So finally I decided I would just render at a higher resolution and > then apply scaling. But Pixel Buffers are describe

OpenGL Colibricks

On Aug 21 2007 at 12 29 PM Allan Schaffer wrote > On Aug 6 2007 at 12 23 PM Michel Colman wrote > > - Should I use glut or write a platform-specific interface? Or > > some other library? Is

OpenGL Colibricks

On Aug 6 2007 at 12 23 PM Michel Colman wrote > - Should I use glut or write a platform-specific interface? Or > some other library? Is there any easy to use sample code out there > that I ca

OpenGL Colibricks

Op 21 aug 07 om 20 42 heeft John Stiles het volgende geschreven > If you really want to support OS X 10.2 (pre-Panther) you will > probably find yourself unable to use any newer OpenGL features.

OpenGL Colibricks

If you really want to support OS X 10.2 (pre-Panther) you will probably find yourself unable to use any newer OpenGL features. Honestly I would recommend just requiring 10.3 or 10.4 since OpenGL

OpenGL Colibricks

I 'm about to give up on OpenGL... All I want to do is draw some simple rotated sprites with antialiased edges. POLYGON_SMOOTH is no longer supported Accumulation buffers appear to be deprecated as

Blizzard job opening

http //www.blizzard.com/jobopp/mac-software-engineer.shtml This is a "Tools & Test " engineer position as part of the Mac SW group at Blizzard. Please write off-list if you would like to learn mor

Subject: Re: GLSL Development tool

On Aug 19 2007 at 9 57 AM Daniel B?nzli wrote > > Le 19 ao?t 07 ? 18 07 Justin Hensley a ?crit > > > The issue with this is that you will not being emulating what the > > hardware is *actuall

Subject: Re: GLSL Development tool

Le 19 ao?t 07 ? 18 07 Justin Hensley a ?crit > The issue with this is that you will not being emulating what the > hardware is *actually* doing. I agree but I 'm not sure that 's what I 'am really

Subject: Re: GLSL Development tool

Le 19 ao?t 07 ? 03 10 John Stiles a ?crit > Consider the possibility of uploading a new shader which simply > ended at the line that the breakpoint was set at. Remember we can > upload as many v

Subject: Re: GLSL Development tool

On 19 Aug 2007 at 1 23 AM John Stiles wrote > I don 't think that is necessarily true. I think you could do it in > hardware if you were clever about it. It wouldn 't be a breakpoint > in the t

Subject: Re: GLSL Development tool

I don 't think that is necessarily true. I think you could do it in hardware if you were clever about it. It wouldn 't be a breakpoint in the traditional sense but rather you 'd need to find a way t

Subject: Re: GLSL Development tool

On 18 Aug 2007 at 4 05 AM Wesley Smith wrote > Have you seen the new Nvidia tool FX Composer 2 > (http //developer.nvidia.com/object/fx_composer_home.html)? I saw a > demo at Siggraph and it was
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