RE: Options for graphic drawing?
RE: Options for graphic drawing?
- Subject: RE: Options for graphic drawing?
- From: "Christopher Hickman" <email@hidden>
- Date: Wed, 14 Dec 2005 17:30:45 -0500
http://sourceforge.net/projects/csk/
See Cocoa Sprite Kit if you just want to write a game that uses 2D sprites.
A lot of the work is done for you.
Topher
-----Original Message-----
From: cocoa-dev-bounces+tophu=email@hidden
[
mailto:cocoa-dev-bounces+tophu=email@hidden] On Behalf Of Shawn
Erickson
Sent: Wednesday, December 14, 2005 4:54 PM
To: Matt Reagan
Cc: email@hidden
Subject: Re: Options for graphic drawing?
On 12/14/05, Matt Reagan <email@hidden> wrote:
>
I'm a Cocoa newbie wondering if I could get some advice. I'm doing a
>
relatively simple game (think Maelstrom or Glypha) as a starter app to
>
practice using Cocoa and I'm confused as to the various options I have
>
for 2D drawing and how they are related. I understand the benefits of
>
OpenGL- its hardware acceleration and 3D capabilities, and I
>
understand that there is also the option of using CoreGraphics
>
routines, but then there's also Quartz, Quartz Extreme, etc.....
"CoreGraphics" encompasses Quartz 2D and in fact is generally termed Quartz.
>
Up until now I've been using simple bezierpaths and methods like
>
NSImage drawInRect to do a great deal of my drawing, and because of
>
the double buffering I'm getting smooth results and surprising speeds
>
even on a 700 mHz eMac.
>
>
So I guess I have two questions: 1) what technologies do BezierPaths
>
and calls like NSImage drawInRect actually leverage? Quartz?
In general Cocoa drawing is built on top of Quartz 2D.
>
and 2) which frameworks and/or technologies should I be researching
>
the most to do good 2D drawing? OpenGL? CG? Can I stick with NSImage
>
methods and bezierPaths?
If Cocoa is working well enough for you no reason to change away from
it. Dropping down to Quartz 2D (CoreGraphics) may give you some
performance gain, generally gives you more options but at the cost of
code complexity. Dropping down further to OpenGL can give you better
performance, many more options, but will be much more complex. Note
you can intermix Cocoa, Quartz 2D and OpenGL fairly well.
If you use Cocoa and Quartz 2D Apple is doing the heavy lifting for
you in getting those working and working fast on diverse hardware. If
you are down using OpenGL you may have to do more hand tuning and
hardware detection.
>
I've been scouring the web and ADC references for the answers but am
>
having trouble piecing together how all these technologies relate to
>
one another. Any help would be greatly appreciated! thank you
>
everyone~
Review...
<
http://developer.apple.com/documentation/GraphicsImaging/Conceptual/drawing
withquartz2d/index.html>
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