Download Pangea Software's Ultimate Game Programming Guide for Mac OS by Brian Greenstone PDF

By Brian Greenstone

You could obtain the total ebook, together with pattern code from the CD. visit pangeasoft's site, and examine the ground of the web page less than loose STUFF. I simply chanced on it myself, so i cannot attest to the standard of the fabrics. The Xcode samples have been created in 2004, so a few of them most likely won't construct correct with out a few amendment.

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Pangea Software's Ultimate Game Programming Guide for Mac OS X

You could obtain the total e-book, together with pattern code from the CD. visit pangeasoft's site, and consider the ground of the web page below loose STUFF. I simply stumbled on it myself, so i cannot attest to the standard of the fabrics. The Xcode samples have been created in 2004, so a few of them most likely won't construct correct with no a few amendment.

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I cannot stress enough, however, that you should not use this for calculations that require high accuracy. For example, when I was developing the game “Enigmo” I couldn’t understand why the collision physics were behaving so strangely when water droplets would bounce off of objects. After a few hours of investigating I discovered that the anomaly was a result of using frsqrte to normalize the bounce vectors during the collision detection. This caused a domino effect of errors in the physics math.

You can specify which font you want to use, along with all the usual font parameters such as style and point size. Be careful about which font you choose to use because not all users may have your desired font installed. I always use Monaco since that’s a standard Mac font, however, I’ve seen many situations where users have uninstalled Monaco from their systems and that causes some of our games to break. ” To draw a string with this font, there are only three simple calls to make: glRasterPos2i(x, y); glListBase(gFontList); glCallLists(stringLength, GL_UNSIGNED_BYTE, cString); Remember, however, that what’s actually going on under the hood is that OpenGL is rendering a series of bitmaps using the current rendering state.

You cannot choose to call OGL_SetColor4f() some of the time, and then other times call glColor4f() directly. If your cached state variables lose track of the current values then a cascade of problems will appear as your game runs. Pushing & Popping the OpenGL State Very often in your code you will need to preserve the current OpenGL state, modify the state to do some work, and then restore the state as you continue on your way. OpenGL has a built-in way to do this with the glPushAttrib() and glPopAtrib() functions, but you should never ever use these functions in your code!

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