  | | | Mac Game | On Oct 3 2007 at 10 33 AM zmorris@(protected) wrote
> OK this is a good example that goes 90% of the way to what most
> developers need but turns out to not be that useful or so I
> thought. H
On Oct 2 2007 at 2 28 PM Henry Maddocks wrote
>
> On 3/10/2007 at 9 19 AM Errol Sayre wrote
>
> > I think the key is that Apple currently doesn 't provide any sort
> > of clean crisp pre-defiHello John
Wednesday October 3 2007 3 45 15 AM you wrote
> Brad Oliver wrote
> >
> > If you 've used D3D you know that it provides varying levels of what
> > it calls "conditional " non-pow2 s
From mac-games-dev-bounces+six-80 comcast.net@(protected) [mailto mac-games-dev-bounces+six-80 comcast.net@(protected)] On Behalf Of John Stiles
Sent Tuesday October 02 2007 3 36 PM
On Oct 2 2007 at 7 45 PM John Stiles wrote
> To be fair if you 're targeting PowerPC and 10.4 the OP 's
> statement about OpenGL 's complexity with rectangle textures has
> some merit since oBrad Oliver wrote
>
> If you 've used D3D you know that it provides varying levels of what
> it calls "conditional " non-pow2 support which correspond exactly to
> the limitations in the OpenGL On Oct 2 2007 at 10 36 AM mac-games-dev-request@(protected)
wrote
> > Having apple libraries for games wouldn 't really be much of an issue
> > in my option they would only be of use to smallOn Oct 2 2007 at 10 36 AM Peter wrote
> > I would say the MAIN issue is DirectX vs OpenGL a lot of developers
> > seem to think you can 't achieve all the things in OpenGL that can be
> > done with It occurs to me that modern video games contain a tremendous amount of "art " ranging from character models to backgrounds textures etc. For example I have noticed fan books that show conceptual On Oct 2 2007 at 1 54 PM Errol Sayre wrote
> I don 't want to call you out but if you feel you can discuss it
> does Blizzard as a AAA game house have any input on what Apple is
> doing wron > Wouldn 't it be nice if Apple supplied NSQuake3EngineView...
There 's no need to be snide.
There 's a huge difference between that 250 or so line custom window
class and a full game engine... both On Oct 2 2007 at 3 54 PM Errol Sayre wrote
> However along those lines since almost ALL new macs will use an
> LCD screen (unless you specifically buy a CRT) changing resolutions
> is somet
On 3/10/2007 at 9 58 AM Errol Sayre wrote
> > It 's not really that difficult. 30 seconds and Google...
> >
> > http //toxicsoftware.com/fullscreenwindow/
>
> I never said it was difficult...
>
> Non > It 's not really that difficult. 30 seconds and Google...
>
> http //toxicsoftware.com/fullscreenwindow/
I never said it was difficult...
Nonetheless wouldn 't it be nice if this was just a button > SetSystemUIMode goes some of the way towards what you 're talking
> about. You can take over the screen and hide the menus/dock until
> the mouse hovers over them and the OS handles most of the SetSystemUIMode goes some of the way towards what you 're talking
about. You can take over the screen and hide the menus/dock until the
mouse hovers over them and the OS handles most of the detail
On 3/10/2007 at 9 19 AM Errol Sayre wrote
> I think the key is that Apple currently doesn 't provide any sort of
> clean crisp pre-defined way to do this and I agree with most
> folks that > I think the key is that Apple currently doesn 't provide any sort of
> clean crisp pre-defined way to do this and I agree with most
> folks that this is a solid example of where Apple could im > Well you can 't show any UI while the screen is captured. The main
> point of capturing is that the Window Server is supposed to "go
> away " for that screen.
> You can sometimes make it sort-of work
On Oct 2 2007 at 10 36 AM Phill Djonov wrote
> You might be surprised. True "sitting down and fixing a bug "
> doesn 't really happen at GDC but it 's tremendously useful to be
> able to walkWell you can 't show any UI while the screen is captured. The main
point of capturing is that the Window Server is supposed to "go away "
for that screen.
You can sometimes make it sort-of work buOn Oct 1 2007 at 9 29 PM Henry Maddocks wrote
> On 2/10/2007 at 3 46 PM Brad Oliver wrote
>
> > On Oct 1 2007 at 12 04 PM mac-games-dev-request@(protected)
> > wrote
> >
> > > I just tink > Do people really take Valve seriously anyway? I mean their main title
> was a mod of the quake 2 engine
Yes. People take them seriously. People (in the industry) take any AAA
company
seriously. ExcHi Wade
> I see this a lot and it always makes me wonder.... what 's the point?
> Don 't get me wrong I 'm not against it by any means but is it really
> just about having a presence for the sake oThis is the author of dim3 I really need to get in contact with Andy
Hess if he 's on this list or somebody wants to either give me his email
address or pass this message on to him I 'd really apprOn 02/10/2007 at 11 51 PM Peter Mulholland wrote
> > Do people really take Valve seriously anyway? I mean their main title
> > was a mod of the quake 2 engine
>
> Wrong. It was Quake 1 but they re-
Wade Tregaskis wrote
>
> > 1. Exposure
> > When was the last time Apple or Apple technologies were mentioned in
> > Game Developer Magazine? When was the last time Apple had a booth
> > let alone anSince this is all the rage - another Apple person here ).
On Oct 2 2007 at 06 51 AM Peter Mulholland wrote
> We 're talking about a COHERENT set of interfaces for game related
> stuff - graphicsOn Oct 2 2007 at 9 51 AM Peter Mulholland wrote
>
> Sure there isn 't anything you can do in D3D that you can 't do in GL
> but it 's a hell of a lot easier in D3D most of the time. Even
> somethinHello Jerahmy
Tuesday October 2 2007 12 16 29 PM you wrote
> Do people really take Valve seriously anyway? I mean their main title
> was a mod of the quake 2 engine
Wrong. It was Quake 1 but |
|
 |