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Leopard Reference Library: Games
The performance of Mac OS X games can be measured, evaluated, and optimized using Apple's developer tools, technologies, and programming interfaces. Using OpenGL, the industry standard for high performance 2D and 3D graphics and primary gateway to the Graphics Processing Unit (GPU), developers can meet the rich graphics needs of entertainment software. Developers can fine-tune their games for high performance using tools such as Shark, Apple's code-profiling application, features such as multiprocessing, and APIs such as those for the Accelerate framework.

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BlitVBL (HTML) (DMG) (ZIP)
Shows how to have Mac OS X try its best to sync to the VBL for you.
Sample Code 2003-01-14
Changing the TCP Window Size (HTML)
NW47: Describes how to change the TCP window size in Open Transport.
Technical Q&As 1997-03-14
Coalesced Updates (HTML)
TN2133: How to achieve the maxium frame rate in your Mac OS X application
Technical Notes 2006-01-20
HID Manager Event Data Underruns (HTML)
QA1038: Explains how to correctly handle HID Manager event queue data underruns.
Technical Q&As 2001-06-13
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
OTScheduleDeferredTask When Task Running (HTML) (日本語 HTML)
NW52: Describes what happens when you use OTScheduleDefferedTask to schedule a task that is running.
Technical Q&As 1997-10-13
Performance Overview (HTML) (PDF)
Introduces the factors that determine performance.
Guides 2006-10-03
Real world profiling with the OpenGL Profiler (HTML)
TN2178: This document describes how to use OpenGL Profiler, a very powerful tool for your OpenGL development.
Technical Notes 2008-09-16
Requirements for Quartz GL (HTML)
QA1536: Describes the requirements for enabling Quartz GL.
Technical Q&As 2008-08-08