Apple Game Sprockets Documentation
A guide to the Apple Game Sprockets, in PDF
form. An HTML version can be found on Apple's
Technical Publications page. In addition, each Sprocket SDK
has release notes and other documentation on late-breaking additions
and new features found in the Game Sprockets.
|| DrawSprocket allows developers to
easily utilize multiple (double or triple) buffering on the Macintosh
for smooth display of graphic images. Multiple buffering is achieved
by DrawSprocket using the best option available on the user's
system -- true double buffering in hardware, page-flipping, efficient
memory copies or through the traditional CopyBits function call.
The game does not need to be aware of the hardware specifics to
use this benefit.
DrawSprocket also enables configuration of display resolution
or color depth without leaving the game environment (no need to
access the sound and displays control panel) and screen sizing/blanking.
A sprite engine, available through QuickTime may also be used
in tandem with DrawSprocket.
provides a compact API through which games can communicate with
drivers for analog or digital joysticks and other game-oriented
input devices in a plug and play fashion. It also provides user
interface elements that allow player override of the default control
options through specified dialog boxes. Mouse and keyboard support
are also enabled, as are multiple input device support.
InputSprocket provides a thin layer for games to communicate with
drivers for joysticks and other game-oriented input devices. The
device driver provides a description of its axes, which the game
uses to automatically configure its control options. The device
driver also provides user interface elements that allow user override
of the default control options. During game play, the states and
transitions of device axes and buttons can be accessed by polling
or by a simple event queue (not GetNextEvent).
The InputSprocket driver interface is simple and light-weight.
The drivers themselves are fairly easy to write since they just
need to communicate axis states and descriptions. Drivers are
implemented as Shared Libraries, so access is very fast and 68000
emulation mode switches are kept to a minimum.
provides standard, customizable user interface dialogs for configuration,
log-in, and hosting a game across the network. A simple set of
calls allows messages to be singlecast, multicast or broadcast
to other machines within the game. A theoretical maximum of 2
billion users can simultaneously use NetSprocket across a broadband
NetSprocket also provides transparent access to Internet-oriented
gameplay and multi-player gaming. This API uses Open Transport
for TCP/IP, AppleTalk (with support for LocalTalk, EtherTalk or
TokenTalk) and modem communication access. By utilizing a client/server
topology, it is possible for gamers to use multiple protocols
in a single session and with minimal overhead (a total of 28 bytes
are used per player for the message header). NetSprocket also
support the creation of groups for broadcast of data to specific
users across the network.
incorporates a standardized API for accessing both traditional
sound functions as well as new 3D sound technologies developed
by Apple. For 3D sound, the listener and each sound channel are
given specific positions and velocity vectors in a virtual audio
space. These positions are changed during game play, along with
the sounds themselves, to give the impression of spatiality and
The signal processing, taking advantage of the capabilities of
the PowerPC microprocessor, simulates Doppler Effect, distance
attenuation, environmental reverberation and spatial positioning.
The 3D effect may be effectively presented over speakers or headphones
-- it is also fully integrated with the camera position used in
QuickDraw 3D, which enables sound to "follow" the player
in 3D space.
SoundSprocket provides real-time 3D sound processing on Sound
Manager channels. The listener and each sound channel are given
specific positions and velocity vectors in virtual audio space.
The positions are changed during gameplay, along with the sounds
themselves, to give the impression of space and movement. The
signal processing simulates Doppler effect, distance attenuation,
environmental reverberation and position in space. The effect
may be presented over speakers or headphones.
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