Re: OS X Game Programming

2010-04-08 Thread Pascal Harris
Wow.  What a fantastic collection of resources for me to digest.  Thank you all 
so much.  I'm very grateful.

On 7 Apr 2010, at 21:52, Raffael Cavallaro wrote:

 
 On Apr 7, 2010, at 3:58 PM, Jens Alfke wrote:
 
 On Apr 7, 2010, at 11:08 AM, Raffael Cavallaro wrote:
 
 At the top of the page it says:
 
 Clone this repository (size: 959.4 KB): HTTPS / SSH
 $ hg clone http://bitbucket.org/snej/geekgameboard/;
 
 This means you need mercurial:
 
 No you don't — you can just click the get source button at the top right 
 and download as zip or tar.
 
 Sorry about the misinformation - I only saw the hg clone line up top, so 
 that's how I got the source.
 
 warmest regards,
 
 Ralph
 
 
 Raffael Cavallaro
 raffaelcavall...@me.com
 
 
 
 
 
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OS X Game Programming

2010-04-07 Thread Pascal Harris
I've never programmed games before, although I've got a fair bit of useful OS X 
utility software under my belt.  I've now had a few ideas that I'd like to 
implement - and I'm stuck at almost the first hurdle.  I've managed to create 
an OpenGL view (by way of experimentation) and chuck a few graphics into it 
(triangles, circles (well, the closest OpenGL can get to a circle anyway!) and 
so forth).  But I can't work out how to get that OpenGL view to accept 
keystrokes from my event loop.  When it comes to tile based games I'm at a 
complete loss.

Obviously, there are various resources out there (SDL, Blitz etc), but I'd 
rather not use those because I want to understand the ins and outs of my 
engine.  I've googled and come up with plenty of resources for Windows game 
programming - but not so many for the Mac.  In fact, the only book that 
approaches what I'm after (with friendly examples) is Pangea Software’s 
Ultimate Game Programming Guide for Mac OS X - but that's rather out of date.

What I really want is something like the excellent guides written by luminaries 
like Kochan or  Hillegass, but focussed on game programming for OS X.  Does 
anyone know if such a guide exists?  Failing that, is anyone able to suggest a 
noddy guide to programming games that I might be able to find on the 'net 
(because so far my efforts have been rather below par).

Sorry to post such a non-technical question - I didn't know who else to 
ask.___

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Re: OS X Game Programming

2010-04-07 Thread Jean-Daniel Dupas
Most basics OpenGL sample codes on ADC handle keyboard events.

For instance, first Google result for Cocoa OpenGL

http://developer.apple.com/mac/library/samplecode/CocoaGL/Introduction/Intro.html


Le 7 avr. 2010 à 09:34, Pascal Harris a écrit :

 I've never programmed games before, although I've got a fair bit of useful OS 
 X utility software under my belt.  I've now had a few ideas that I'd like to 
 implement - and I'm stuck at almost the first hurdle.  I've managed to create 
 an OpenGL view (by way of experimentation) and chuck a few graphics into it 
 (triangles, circles (well, the closest OpenGL can get to a circle anyway!) 
 and so forth).  But I can't work out how to get that OpenGL view to accept 
 keystrokes from my event loop.  When it comes to tile based games I'm at a 
 complete loss.
 
 Obviously, there are various resources out there (SDL, Blitz etc), but I'd 
 rather not use those because I want to understand the ins and outs of my 
 engine.  I've googled and come up with plenty of resources for Windows game 
 programming - but not so many for the Mac.  In fact, the only book that 
 approaches what I'm after (with friendly examples) is Pangea Software’s 
 Ultimate Game Programming Guide for Mac OS X - but that's rather out of date.
 
 What I really want is something like the excellent guides written by 
 luminaries like Kochan or  Hillegass, but focussed on game programming for OS 
 X.  Does anyone know if such a guide exists?  Failing that, is anyone able to 
 suggest a noddy guide to programming games that I might be able to find on 
 the 'net (because so far my efforts have been rather below par).
 
 Sorry to post such a non-technical question - I didn't know who else to 
 ask.___
 
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-- Jean-Daniel




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Re: OS X Game Programming

2010-04-07 Thread Jens Alfke


On Apr 7, 2010, at 12:34 AM, Pascal Harris wrote:

I've never programmed games before, although I've got a fair bit of  
useful OS X utility software under my belt.  I've now had a few  
ideas that I'd like to implement - and I'm stuck at almost the first  
hurdle.  I've managed to create an OpenGL view


For a 2D sprite- or tile-based game, it's easier to work with  
CoreAnimation. The API is in Objective-C, is much higher-level, and  
does the in-betweening steps of animations for you. Under the hood, CA  
uses OpenGL.


I wrote a simple CA-based framework for writing board and card games,  
if that's anything like what you're trying to do:

http://bitbucket.org/snej/geekgameboard/

I also started writing an arcade-style game with CA, using the awesome  
Box2D physics library. It was quite easy to get shapes acting like  
real objects onscreen — towers of boxes falling over, etc. Lots and  
lots of iPhone games use Box2D or the similar Chipmunk library for  
their physics models. (Of course you could use these with OpenGL too.  
They don't care how you draw things, they just tell you where to move  
the objects.)


But I can't work out how to get that OpenGL view to accept  
keystrokes from my event loop.


NSViews don't accept keyboard focus by default. You need to override - 
canBecomeKeyView to return YES, and then wire the view up as the  
window's initial key view.


—Jens

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Re: OS X Game Programming

2010-04-07 Thread Laurent Daudelin
On Apr 7, 2010, at 09:28, Jens Alfke wrote:

 On Apr 7, 2010, at 12:34 AM, Pascal Harris wrote:
 
 I've never programmed games before, although I've got a fair bit of useful 
 OS X utility software under my belt.  I've now had a few ideas that I'd like 
 to implement - and I'm stuck at almost the first hurdle.  I've managed to 
 create an OpenGL view
 
 For a 2D sprite- or tile-based game, it's easier to work with CoreAnimation. 
 The API is in Objective-C, is much higher-level, and does the in-betweening 
 steps of animations for you. Under the hood, CA uses OpenGL.
 
 I wrote a simple CA-based framework for writing board and card games, if 
 that's anything like what you're trying to do:
   http://bitbucket.org/snej/geekgameboard/

Jens,

Is there an easy way to download the whole package? I looked around and besides 
downloading each item individually, I didn't see anything like a dmg or zip or 
svn link.

Thanks!

-Laurent.
-- 
Laurent Daudelin
AIM/iChat/Skype:LaurentDaudelin 
http://nemesys.dyndns.org
Logiciels Nemesys Software  
laurent.daude...@gmail.com
Photo Gallery Store: 
http://laurentdaudelin.shutterbugstorefront.com/g/galleries___

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Re: OS X Game Programming

2010-04-07 Thread Seth Willits
On Apr 7, 2010, at 12:34 AM, Pascal Harris wrote:

 Sorry to post such a non-technical question - I didn't know who else to ask.

Hi Pascal,


http://www.idevgames.com/forum/ -- Tons of active members willing to help.


--
Seth Willits



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Re: OS X Game Programming

2010-04-07 Thread Raffael Cavallaro

On Apr 7, 2010, at 1:31 PM, Laurent Daudelin wrote:

 Jens,
 
 Is there an easy way to download the whole package? I looked around and 
 besides downloading each item individually, I didn't see anything like a dmg 
 or zip or svn link.

At the top of the page it says:

Clone this repository (size: 959.4 KB): HTTPS / SSH
$ hg clone http://bitbucket.org/snej/geekgameboard/;

This means you need mercurial:

http://mercurial.selenic.com/

warmest regards,

Ralph


this means you need the hg
Raffael Cavallaro
raffaelcavall...@me.com





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Re: OS X Game Programming

2010-04-07 Thread Philip Mobley
On Apr 7, 2010, at 10:31 AM, Laurent Daudelin wrote:

 Is there an easy way to download the whole package? I looked around and 
 besides downloading each item individually, I didn't see anything like a dmg 
 or zip or svn link.

At the far top-right, there is a button labeled Get Source which lets you 
download the source in several formats including ZIP.


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Re: OS X Game Programming

2010-04-07 Thread Jens Alfke


On Apr 7, 2010, at 11:08 AM, Raffael Cavallaro wrote:


At the top of the page it says:

Clone this repository (size: 959.4 KB): HTTPS / SSH
$ hg clone http://bitbucket.org/snej/geekgameboard/;

This means you need mercurial:


No you don't — you can just click the get source button at the top  
right and download as zip or tar.


—Jens___

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Re: OS X Game Programming

2010-04-07 Thread Raffael Cavallaro

On Apr 7, 2010, at 3:58 PM, Jens Alfke wrote:

 On Apr 7, 2010, at 11:08 AM, Raffael Cavallaro wrote:
 
 At the top of the page it says:
 
 Clone this repository (size: 959.4 KB): HTTPS / SSH
 $ hg clone http://bitbucket.org/snej/geekgameboard/;
 
 This means you need mercurial:
 
 No you don't — you can just click the get source button at the top right 
 and download as zip or tar.

Sorry about the misinformation - I only saw the hg clone line up top, so that's 
how I got the source.

warmest regards,

Ralph


Raffael Cavallaro
raffaelcavall...@me.com





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