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ShiVa 3D Game engine with development tools

UDK - Unreal Development Kit - Epic Games Hamster Emporium Last week, Rick Ballard came by my office for a consult. He had caught Xcode at a crash in objc_msgSend(). The crash looked like an intermittent problem that had been plaguing Xcode for months. So he called the local expert on debugging objc_msgSend(). The good news was that Rick's crash was reliably reproducible. So you crashed in objc_msgSend(). The object pointer itself looked plausible. The object pointer was good, and the method cache was not: the failure was on the chain between them. The object's isa pointer was not so good. Go back to the board. Aha! malloc_history works with a pointer to the middle of an allocation, too. But where was the buffer? Theory: the compiler or runtime had allocated too little memory for the instance of class DVTSourceModelItem, and ordinary ivar access had overrun that allocation. We tested the overrun theory again. No more ideas. Bang! Disassemble. Diagnosis: clang compiler bug in bitfield ivars. Elapsed time: about three hours.

Less Talk More Rock By • Presented by Brandon Boyer Not too long ago, Jordan Mechner and Eric Chahi were chatting with Eric Viennot, a French creator and writer. Jordan Mechner single-handedly pioneered a type of cinematic videogame with Karateka in 1984 and Prince of Persia in 1989. Jordan Mechner had the following advice to share, I think it's great advice. A project starts with an idea, a vision, something that is hard to define, something kind of magic and amazing. Usually in the creative process, the next step -- step 2 -- is to think about the project intellectually, to talk about it, to look at it from various angles, to plan it out, maybe to second guess it or to problem solve it, maybe reconsider it a bit. The next step, step 3, is to actually make this thing, to get down to it. The trouble is that step 2 can get a little serious, particularly if it's a collaborative project. I was in the industry for a few years, and step 2 is a big deal there. And maybe that's where it ends. Here's a phrase.

News Paris, France – September 29th, 2011: Omegame today announced the user interface of Driver: San Francisco has been authored with Menus Master. Developed by Ubisoft Reflections, the game marks the return of the Driver franchise that has sold 14 million copies worldwide. Reflections' team had high expectations, notably on the technical side, by deciding the game should run at 60 frames a second. "It meant we had to draw twice as fast as most games, and that’s a big technical ask" Reflections' studio manager Gareth Edmondson explains. Menus Master has a fully open and flexible architecture, based on drivers. Menus Master helps artists and programmers to dramatically reduce the time it takes to author any sophisticated game user interfaces: 2D and 3D front-ends, in-game UIs and heads-up displays (HUD). For more information or to set up an evaluation of Omegame Menus Master, please contact Omegame at , or visit Omegame’s website:

Portal Content - What is TV3D? The TV3D SDK is a complete 3D middleware solution for programmers looking to create anything from next generation games to complex simulations. By using our complete API and your favorite development language, you can write less code, and get more done in a shorter amount of time. The entire TV3D SDK has been built from the ground up to give the programmer total control over every aspect of their 3D world. Complete control is maintained through a very easy to learn system of objects, each with a very specific set of functions. This easy to learn system still gives you all the power of programming with DirectX, without having to learn a complex API. Our multi-language technology is an industry first, giving you the ability to program using the language you are most comfortable with. Optimized rendering pipeline Managed per-pixel/vertex lighting system Managed shadowing engine Complex particle system with editor Internal shader effects with HLSL shader semantics Animation blending and morphing

Nearest Neighbor Image Unit Description This is a plug-in for all applications that use Core Image (including Acorn, Pixelmator, and Opacity) to provide the ability to perform nearest-neighbor scaling. Example: This image is scaled to 10× its original size. Mercurial repository If you want to contribute bug-fixes or enhancements to the Nearest Neighbor Image Unit, the easiest way to do that is to clone the Mercurial repository for the Nearest Neighbor Image Unit. To do this, type this command into a terminal: hg clone I provide the Nearest Neighbor Image Unit source code under a three-clause BSD license.

La plate-forme de vente par le biais du jeu | Jouez pour acheter ! The PubSub Framework: Using RSS Feeds in your App The Project Page for this articles project is on github at you can grab the source code with git by entering the following command in terminal.... git clone The PubSub Framework is one of those lesser known Frameworks that Apple introduced in Leopard. It has the ability to parse RSS & ATOM feeds and automatically generate KVO compliant Objective-C objects which you can inspect & enumerate through in your Application. You can even get access to Safari's or Mail.apps RSS feeds and display them in your application. Recently on StackOverflow someone was complaining that there really wasn't an example project showing how you can use PubSub. The next obvious thing we need to do is add the PubSub framework to our app, so right click on Frameworks->Linked Frameworks and go to Add->Existing Frameworks. Most of this doesn't need explanation except for 2 things. That's it!

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Writing an XML-RPC Client in Objective-C A small introduction on how to access XML-RPC webservices in Objective-C using NGXmlRpc. The frameworks ... The XML-RPC support in SOPE is scattered in some frameworks (for some good reasons ;-) They are: libXmlRpc, libNGObjWeb and libNGXmlRpc. The XML parsing is actually done in sope-xml/XmlRpc. One option to get an HTTP transport is WORequest and WOResponse in conjunction with the WOHTTPConnection class as contained in libNGObjWeb. Finally, libNGXmlRpc ties the WOHTTPConnection and the libXmlRpc parser together and wraps them in an easy to use NGXmlRpcClient object. The "other" option: on MacOSX WOHTTPConnection is not necessarily the best option. Using xmlrpc_client ... Prior implementing an own client, you might want to try to call your XML-RPC service using xmlrpc_call. Update: Meerkat is down, we need another testserver. xmlrpc_call \ \ meerkat.getChannelsBySubstring Calling the Meerkat service in Objective-C Well, thats it! id