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Getting UDP through NAT/firewalls/whatever for a game
Getting UDP through NAT/firewalls/whatever for a game
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Subject: Various sound problems
Fragment Shaders & GL TEXTURE RECTANGLE EXT
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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: Thoughts on the Gabe Newell 's Mac comments.

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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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-defi

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

Hello 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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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 o

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

Brad 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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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 small

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

On 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

Subject: Equivalent of an "Awards Reel "?

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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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

Subject: Re: Fullscreen window: Was Thoughts on the Gabe Newell 's Mac comments.

> 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

Subject: Fullscreen window: Was Thoughts on the Gabe Newell 's Mac comments.

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

Subject: Re: Fullscreen window: Was Thoughts on the Gabe Newell 's Mac comments.

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

Subject: Re: Fullscreen window: Was Thoughts on the Gabe Newell 's Mac comments.

> 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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

> 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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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

Subject: Fullscreen window: Was Thoughts on the Gabe Newell 's Mac comments.

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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

> 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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

> 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

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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 walk

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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 bu

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

On 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

Subject: Re: Re: Thoughts on the Gabe Newell 's Mac comments.

> 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. Exc

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

Hi 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 o

Attn: Andy Hess

This 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 appr

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

On 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-

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

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 an

Subject: Re: Re: Thoughts on the Gabe Newell 's Mac comments.

Since 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 - graphics

Subject: Re: Re: Thoughts on the Gabe Newell 's Mac comments.

On 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 > somethin

Subject: Re: Thoughts on the Gabe Newell 's Mac comments.

Hello 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
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