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

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

Walk into any bookstore or do a search on Amazon.com, and you’ll find dozens and dozens of game programming books. Unfortunately, all but a few of these books are written assum- ing you’re on a PC, using Direct 3D, Direct Sound, and all the other Windows-specific technologies. Some of these books have good information about general game programming techniques, but all that information won’t do you any good on a Macintosh unless you know how to build a Mac-specific game engine. There are many things you need to know about building a game engine for Mac OS X that are different from the PC, and the goal of this book is to show them to you.

We’re going to start from the ground up as we build a small 3D game engine shell to get you started in your Mac game programming endeavors. This book isn’t about how to write or design a game, but rather how to build a game engine for Mac OS X. Those other books on game programming can teach you general game programming technique dealing with AI, collision detection, world building, etc., but this book’s focus is specifically on the Macintosh technologies that you need to know to get a game engine up and running. If you want to make a career out of developing games for the Mac, this book also covers topics dealing with the business end of things including copy protection, distribution, and marketing.

I have been programming games on the Mac since 1991, and running Pangea Software for even longer. Over those years I’ve accumulated quite a stockpile of useful techniques to get the best performance out of a game engine on this platform. I’ve also encountered several bugs with the OS that can often present issues for game programmers, so I’ll be sure to point all of those out to make you aware of them.

The CD that comes with this book contains sample projects all written in straight C (none of that C++ gibberish) using Apple’s Xcode compiler. These projects include all of the code examples that are discussed in each of the following chapters, and as we progress through these chapters, we’ll continue to build upon the game engine. By the time we get to the end of the book you’ll have a robust set of functions that you can use to start coding your own games for the Mac.

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