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Leopard Reference Library: Games
Cocoa is an object-oriented application environment designed specifically for developing Mac OS X native applications. The Cocoa frameworks support rapid development and high productivity, and include a full-featured set of classes designed to create robust and powerful Mac OS X applications. Cocoa provides developers starting new Mac OS X games the fastest way to full-featured, extensible, and maintainable implementations. Games from UNIX and other platforms can also be brought to Mac OS X quickly by using Cocoa to build state-of-the-art Aqua user interfaces while retaining most existing core code.

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Driving OpenGL Rendering Loops (HTML)
QA1385: Using Core Video display links (CVDisplayLink) or Cocoa timers (NSTimer) to drive an OpenGL rendering loop
Technical Q&As 2009-05-01
Core Animation properties and Reference Counting (HTML)
QA1565: Describes a discrepancy between the property declarations in Core Animation and the actual behavior.
Technical Q&As 2008-11-24
Animation Overview (HTML) (PDF)
Describes the animation facilities provided by Mac OS X.
Guides 2008-10-15
CALayerEssentials (HTML) (DMG) (ZIP)
Demonstrates the basics of setting up various Core Animation layers
Sample Code 2008-09-30
Getting the pixel data from a CGImage object (HTML)
QA1509: Describes how to access the pixel data of a CGImage object
Technical Q&As 2008-08-27
Requirements for Quartz GL (HTML)
QA1536: Describes the requirements for enabling Quartz GL.
Technical Q&As 2008-08-08
OpenGL Filter Basics Cocoa (HTML) (DMG) (ZIP)
How to use Objective-C and MVC design patterns in installing and utilizing filters in an OpenGL rendering pipeline
Sample Code 2008-02-06
GeekGameBoard (HTML) (DMG) (ZIP)
Shows how to use Core Animation for the user interface of a board or card game.
Sample Code 2007-12-19
NSAnimation Class Reference (HTML) (PDF)
Describes the behavior of an animation.
Reference 2007-10-31
MassiveImage (HTML) (DMG) (ZIP)
Shows how to use a CGDataProvider to save a very large image with Image IO
Sample Code 2007-09-27
CGBitmapContextCreate Supported Color Spaces (HTML)
QA1037: Lists the color space and alpha info combinations currently supported by CGBitmapContextCreate.
Technical Q&As 2007-07-18
VideoHardwareInfo (HTML) (DMG) (ZIP)
Query VRAM, Quartz Extreme support, OpenGL extensions and renderer, GLSL version and support.
Sample Code 2007-05-14
Developing Games on Mac OS X Using Third-Party Game Engines (HTML)
Create your own game using the powerful game engines that run on Mac OS X.
Articles 2006-06-05
OpenALExample (HTML) (DMG) (ZIP)
Basic example showing OpenAL usage in a 2D OpenGL environment
Sample Code 2005-06-01
VertexPerformanceDemo (HTML) (DMG) (ZIP)
Vertex optimization demo for WWDC Session 214
Sample Code 2005-06-01
NSGLImage (HTML) (DMG) (ZIP)
Deprecated - Demonstrates how to texture in OpenGL with an NSImage and/or NSBitmapImageRep
Sample Code 2004-12-01
Using Interface Builder's NSOpenGLView or Custom View objects for an OpenGL application (HTML)
QA1167: Describes usage cases for both NSOpenGLViews and Custom Views for Cocoa OpenGL applications
Technical Q&As 2004-10-28
How do I determine how much VRAM is available on my video card? (HTML)
QA1168: Using Core Graphics and IOKit to find the physical size of VRAM on installed hardware.
Technical Q&As 2004-10-11
CubePuzzle (HTML) (DMG) (ZIP)
Models a Rubik's Cube using Cocoa and OpenGL
Sample Code 2003-04-21
How do I tell if a particular display is being hardware accelerated by Quartz Extreme? (HTML) (日本語 HTML)
QA1218: Describes how to use CGDisplayUsesOpenGLAcceleration to see if a display is accelerated or not.
Technical Q&As 2002-12-04
How can I programmatically determine the DPI of the current video mode? (HTML) (日本語 HTML)
QA1217: Describes how to compute the DPI for a given display in a given mode using Core Graphics.
Technical Q&As 2002-12-02
Changing the TCP Window Size (HTML)
NW47: Describes how to change the TCP window size in Open Transport.
Technical Q&As 1997-03-14