Posted on September 12th, 2005 by Daniel Lurie
Apple has set up a page to help developers prepare their applications for the upcoming Intel-based Macs.
“Apple has announced that it is transitioning the Macintosh to an Intel-based architecture, and the resources here provide everything you need to make sure your applications are ready. Join the many Mac developers who have already migrated their code and are ready for the future of the Mac platform.”
Apple Developer Transition Resource Center
http://developer.apple.com/transition/index.html
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apple,developer,transition,resource,center,2
Posted on September 12th, 2005 by Daniel Lurie
REALbasic 2005 for Macintosh Release 3 incorporates new features and functionality for improving developer productivity and product reliability, including:
- New 3D graphics capabilities enable graphics, charts, images and models to be generated without the use of third party software
- Over 100 reliability issues resolved since REALbasic for Macintosh was released less than 90 days ago.
REALbasic
http://www.realsoftware.com/
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realbasic,2005,for,macintosh,release,3,ships
Posted on September 10th, 2005 by Alex Diener
Are today’s college computer science curriculum really what today’s programmers need? Assembly? Neural Networks? Numerical Analysis? Are colleges artificially bloating our schedules to make us pay more? What do you think is positively necessary for a person to be successful as a programmer? More often than not, too many programmers are not scientific aspect, but not the skills. Dan Zambonini writes a wonderful article on what he believes should drive software developer’s in today’s society. Further down in the article’s comments section, there’s an interesting exchange on a subject we all love — game development:
DaveCrist said: “Too often, though, kids enter a CS program because they ‘like computers’ and ‘want to create games’ and ‘love 3D modeling.’”
Malkin said: Wanting to create games is not necessarily a bad reason to go into Computer Science. Trust me, game companies need people with good theoretical fundamentals, too!
Posted on September 9th, 2005 by Daniel Lurie
MSNBC.com is featuring an article that explores the novel idea of parents deciding what sort of games their children should be playing.
“The problem with video games is the name,’ explained Rechtschaffner. ‘The word ‘game’ implies that it’s just for kids.”
MSNBC.com: When Gamers Become Parents
http://www.msnbc.msn.com/id/9042384/
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when,gamers,become,parents,2
Posted on September 6th, 2005 by Daniel Lurie
Cheetah3D is a lean, fast and elegant 3D modeling, rendering and animation tool for Mac OS X with an easy learning curve. It offers many tools from powerful polygon editing over advanced subdivision surface modeling to HDRI and radiosity renderings. Support for many common 3D file formats rounds up its feature set. Cheetah3D 2.4 contains many bug fixes but it also offers serious enhancements when it comes to texture filtering. Changes since the last version:
*added anisotropic texture filtering to reflected and transmitted textures
*added “stop rendering job” command to render manager
*added support for embedded textures in FBX files
*added import/export scale factor property to FBX loader
*added scale property to sweep creator object
*added batch mode
*updated QTVR Helper script (now images will be saved to disc automatically)
*expanded properties (position, scale, etc.) stay open in the properties editor
*new “Illustrator to Cheetah3D” tutorial
*ESC key can be used to delete rendering job
*fixed bug in symmetry modifier (iso parameter)
*fixed bug in create polygon tool
*fixed bug in extrude object
*fixed bug in polygon selection tool
*fixed bug in object selection
*fixed bug with ATI Radeon X850 boards
*fixed bug in scalpel tool
*many other small bug fixes and enhancements
In v2.4 reflected and transmitted textures will be anisotropically filtered too. This release also offers many small feature requests. And last but not least the documentation comes with a “Illustrator to Cheetah3D” tutorial which explains how to import 2D vector drawings from Illustrator.
3d,modeler,cheetah3d,2,4,released
Posted on September 4th, 2005 by Daniel Lurie
TWM is currently the only Mac OS X graphical editor for designing interface components for FutureBasic. TWM makes creating an application’s interface easier by allowing the FutureBasic programmer to visually build windows and controls. TWM produces clean FutureBasic user interface code in a fraction of the time it would take normally. What’s more, the generated code is fully editable.
TWM
http://homepage.ntlworld.com/bernie.w/twm.htm
FutureBASIC
http://www.stazsoftware.com/futurebasic/index.php
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futurebasic,gui,editor,twm,2
Posted on September 4th, 2005 by Daniel Lurie
DevLib is an object-oriented framework written in pure C++. It is designed to make multimedia productions (games, screen-savers, demos..) easier and more intuitive to write. Consequences are a complete abstraction of resources management (fonts, images, 3D meshes, files, zip-archives, sounds..) and rendering operations through 3D hardware. The goal of the library is to provide a set of routines used in almost all the projects. It doesn’t try to re-invent the wheel, does not implements everything possible into the huge programming-world, but makes use of the following well-known libraries: DevIL, FreeType 2, LUA, ODE, libjpeg, libmpeg2, libpng, TinyXML, unzip, ZLib, SDL, DirectX 9, FMOD, GLEW and finally STL. DevLib is fully compatible (and tested) with Bloodshed’s DevCpp, Microsoft’s Visual C++ 2003 and Apple’s XCode 1.5.
Devlib
http://www.devlib-central.org/
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object,oriented,framework,devlib,152,released,2
Posted on September 1st, 2005 by Carlos Camacho
Big Nerd Ranch offers its popular Cocoa Boot camp, now featuring Core Data. According to Apple, “Core Data lets you quickly define your application’s data model in a graphic way and easily access it from your code” and “provides an infrastructure to deal with common functionality such as undo and redo and data persistence, allowing you to get on with the task of building innovation into your application.”
Other topics include:
- An overview of Objective C
- Controls, Delegates, Nib Files, and User defaults
- OpenGL
- Bindings
- Interface Builder
- Classes
- Frameworks
- View Swapping
- XCode 2.1
This class takes place between November 14-18 in Atlanta GA. The price, including lodging, all meals, original instruction manuals 24-hour lab access, and transportation from the Atlanta airport is $3,500 USD. This course is target at both beginning developers who want to learn Cocoa and experienced Cocoa developers who wish to hone their skills.
Big Nerd Ranch
http://bignerdranch.com/
The Course Syllabus
http://bignerdranch.com/classes/cocoa1.shtml
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cocoa,bootcamp,at,big,nerd,ranch
Posted on August 31st, 2005 by Daniel Lurie
PropellorHead Software announced that Rebirth has been discontinued. The latest version (2.01) is now a free download. Note: Rebirth is Classic only.
* PropellorHead Software
software,synthesizer,rebirth,now,free
Posted on August 30th, 2005 by Daniel Lurie
“Which American designer personally made the most money last year from computer games he or she designed? Not the most money for a company, mind you, nor for a studio or licensor, but individual, take-home, taxable income. Was it a famous game god? John Carmack, Will Wright, Sid Meier, Warren Spector? Probably not. It was probably some guy you never heard of who wrote some little shareware game you never heard of. Those “casual games”-the puzzles and Mahjongg tile-sets and card games and Breakout clones and match-three Bejeweled-type things-are downloaded, and sell, in numbers some game gods only dream about. Over the lengthy life of a successful casual game, the independent (“indie”) designer can make serious, serious money — high six-figures and low sevens.” Visit the link below to learn more about this interesting business topic.
The Escapist
http://www.escapistmagazine.com/issue/8/14
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casual,fortunes,getting,rich,slowly,with,casual,games,2