Re: Basic Games framework in Cocoa...
Re: Basic Games framework in Cocoa...
- Subject: Re: Basic Games framework in Cocoa...
- From: "Erik M. Buck" <email@hidden>
- Date: Mon, 11 Feb 2002 19:02:54 -0600
Use OpenGL
See www.omnigroup.com developer GDC (Game Developer Conference) presentation
that answers your questions.
----- Original Message -----
From: "Salter, Adam Q" <email@hidden>
To: <email@hidden>; "Mac-Games-Dev-Request@Lists. Apple. Com
(E-mail)" <email@hidden>
Sent: Monday, February 11, 2002 5:25 PM
Subject: Basic Games framework in Cocoa...
>
[I'm posting this to Games Dev and Cocoa Dev because the question seems to
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overlap both arenas]
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I'm working on a sprite based game in Cocoa.
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I was wondering if anybody can point me in the right direction...
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I need a framework or explanation of how to implement all the general game
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functionality (full screen, key capture, etc)
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How do I change to full-screen and capture all key presses (even single
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function keys) etc... (I understand you can't do this with Cocoa currently
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;-(, have to use Carbon)
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Can I use tranparency for the sprites like Apple's 128x128 icons... (I was
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thinking if there is are icon load/display methods in Cocoa I might use
the
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Icon format for my sprites and scale them to the size I need with
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NSAffineTransform)
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How does a NSView display in fullscreen? or do I have to get more low
level?
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I know there are OpenGL objects/methods, but then can I use the NSView or
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interface builder?
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What about screen updating? Do I have to force updates? Do I have to
buffer
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images offscreen? (I hope not... I'm hoping Quartz takes care off all this
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;-)
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How do I give my game process priority... (I know, I'm not going to hog
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processor time, just an option)
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There may be other stuff, but this is what I'm most worried about at the
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moment.
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Thanks in advance,
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Adam
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Ps Seems the game objects/physics system is the simplest part of this
whole
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thing ;-)
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