Apple tools for game developers

Gaming technology has driven Windows to where it is today. In many aspects I see Windows as nothing more than a very robust gaming platform. Microsoft's Direct X 10, though proprietary, is a very formidable tool for developers. Why doesn't Apple do more in courting and aiding gaming developers on their platform? I am seriously perplexed by this. I realize that the game developers that design for the Mac are very dedicated gamers who would love nothing more than make great gaming experiences on the Mac. Most put their hearts and souls into making games happen for the Mac, with little to no support from Apple.
I've done some research into OpenGL implementation on the Mac and I'm surprised at how much Apple is missing in this arena. Especially since so many of their core UI technologies are steeped in OpenGL. Yet Apple tends to be slow in fully adopting and exploiting the newer OpenGL technologies as they emerge. Apple could be a very strong driving influence for OpenGL, but they seem, to me anyway, to have a sort of detached interest in making it happen. For instance, OpenGL 2.0 was ratified on October 22, 2004 and yet Apple has only implemented 70% of the feature-set??? OpenGL 2.1 was ratified on December 1, 2006 and they have only brought 30% of the features to OS X? I look at the drivers for the various cards and compare it against PC drivers and Apple only implements about 75% of what PC drivers have. This has got to be horrendous for game developers.
I see all of this as a critical missed opportunity on Apple's part. I know that Mac game developers have to jump through a lot of hoops to bring PC games to the Mac because they simply do not have the tools that PC developers have. In my opinion this is inexcusable. Apple has a tremendous opportunity to make a singular gaming experience on the Mac. They have a vertical marketspace that has the potential to turn their machines into a gaming juggernaut, yet they have all the appearances of being laxadasical about the whole concept of gaming.
I can only hope that Apple reads this and, more importantly, cares enough to do something about it.

I use photoshop (you can get 6.0 at ebay for ~40-50 bucks - something similar for free would be gimp -> www.gimp.org), povray (www.povray.org), sodipodi (www.sodipodi.com), gmax (www.discreet.com), some selfwritten commandline tools for creating sheets and pngout for compression.
If you need alot of animations it's much easier if you go the 3d route: modeling, texturing, animating. One model = tons of animations. It's also easy to create new animations if you need em. [I'm talking about pre rendered sprites like everyone knows from donkey kong]
Well, you'll need alot of time until you can create decent art. And then you'll need alot of practise, because you are just way too slow.
Here are some examples for whoring and showoff purpose ;)
raytracing (povray)
http://people.freenet.de/ki_onyx/ludo_mockup8.png
http://people.freenet.de/ki_onyx/hq2cpma2r.png
Pretty hard to do. It's all math. You have to write code in the SDL (scene descipting language). Note: the board on image 1 is drawn with Java2d functions - however, the color values were taken from a previous rendering.
pixelated (mspaint, photoshop... whatsoever)
http://people.freenet.de/ki_onyx/evil.gif
http://people.freenet.de/ki_onyx/killbill4.gif
http://people.freenet.de/ki_onyx/favicon2l3.gif
Takes damn long. Even that tiny 16x16 icon took more than half an hour. You'll need lot's of practise for being fast (eg 30mins for image nr2 would be fast).
svg(scalable vector graphics - sodipodi)
http://people.freenet.de/ki_onyx/eye9c.png
Takes also rather long. However it's easier and faster to do than pixel stuff. Also creating sub frames isn't that much work.
photoshopping(uuuuh... photoshop and the like)
http://people.freenet.de/ki_onyx/tr_menu.gif
This one for example was done in some minutes. Noise, motion blur, some text there, rendering filter... done!
Oh and having a scanner is nice. You can use scanned sketches for everything (except povray heh).

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    The research study will be a 2-hour one-on-one phone interview.  As a token of appreciation, interview participants will receive a $150 American Express Gift Check.
    If this sounds like something you might be interested in, please fill out our short preliminary screener here:
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    If the study is a good match, we will contact you by phone or email to schedule a time.
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    FYI, this is a poorly worded set of possible answers:
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    I admit it, I'm getting somewhat burned out on programming. There are a variety of reasons which I won't get into here. The bottom line is that I need a change of pace.
    I have seen several comments within these posts about how difficult it is to find decent art for the latest games we are developing. I get the impression that the difficulty lies more in churning out the few dozens or hundreds of images (in whatever format) than in mastering a specific technique such as raytracing or building wireforms. RPGs and RTS'es suffer the most.
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    I use photoshop (you can get 6.0 at ebay for ~40-50 bucks - something similar for free would be gimp -> www.gimp.org), povray (www.povray.org), sodipodi (www.sodipodi.com), gmax (www.discreet.com), some selfwritten commandline tools for creating sheets and pngout for compression.
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    Well, you'll need alot of time until you can create decent art. And then you'll need alot of practise, because you are just way too slow.
    Here are some examples for whoring and showoff purpose ;)
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    http://people.freenet.de/ki_onyx/ludo_mockup8.png
    http://people.freenet.de/ki_onyx/hq2cpma2r.png
    Pretty hard to do. It's all math. You have to write code in the SDL (scene descipting language). Note: the board on image 1 is drawn with Java2d functions - however, the color values were taken from a previous rendering.
    pixelated (mspaint, photoshop... whatsoever)
    http://people.freenet.de/ki_onyx/evil.gif
    http://people.freenet.de/ki_onyx/killbill4.gif
    http://people.freenet.de/ki_onyx/favicon2l3.gif
    Takes damn long. Even that tiny 16x16 icon took more than half an hour. You'll need lot's of practise for being fast (eg 30mins for image nr2 would be fast).
    svg(scalable vector graphics - sodipodi)
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    Takes also rather long. However it's easier and faster to do than pixel stuff. Also creating sub frames isn't that much work.
    photoshopping(uuuuh... photoshop and the like)
    http://people.freenet.de/ki_onyx/tr_menu.gif
    This one for example was done in some minutes. Noise, motion blur, some text there, rendering filter... done!
    Oh and having a scanner is nice. You can use scanned sketches for everything (except povray heh).

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    Read here:
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    ayorico15 wrote:
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    ayorico15 wrote:
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    I just recently purchased a mini iPad for my child. It was set up in the Apple store with my Apple id. I now want to create an Apple id for my child and switch it over, how can I go about that. I already downloaded some of the games from my account.

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  • Change the Apple ID for a game and not lose the progress made?

    Short version of my question: can I change the apple id associated with a game to another one and not lose the progress made in the game thus far?
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    I'm getting confused by the Greek alphabet here so I will explain it this way and hope I understand what you are asking.
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