1
vote
0answers
67 views

OpenGL ES 2.0 state management best practices [closed]

I use a game engine with dynamic sprite batching for 2D games on mobile platforms (MOAI SDK). It already handles redundant state changes pretty well - with the use of texture atlases it only flushes ...
1
vote
0answers
168 views

iOS OpenGLES - Multithread Game loop - Render and Update

I am trying to implementing multi-threaded game loop in iOS. (Actaully, two thread - Render and Update) This is my structure. Update Loop Has logic and at the end of loop, save update state. ...
0
votes
1answer
325 views

ParallaxBackground AndEngine

I'm new to game development andengine. I want to add ParallaxBackground but I don't know how to change background on player move. I'm using arrow for moving a player. Now my question is where I write ...
2
votes
1answer
365 views

Combining 2D and 3D in game engine

I've implemented basic 3D functionality and made little "2.5D" demo in orthographic projection using OpenGL ES 2 and Box2D. Now I want to make completely two-dimensional game (using sprites) and ...
2
votes
1answer
353 views

Efficient manager/controller for uniform and/or attribute variables in a rendering engine

Most engines on the market have their drawbacks and it's difficult to find a simple/light-weight one that's open-source and doesn't have to put you through a rather complex learning process. Writing ...
7
votes
1answer
1k views

How can I organize render and transformation data in a scalable fashion?

I am writing for OpenGL 2.0 and in the future porting to OpenGL ES 2.0. I only use VBOs and shaders (no immediate mode, no vertex arrays). I already have working solutions, they just... feel wrong. ...
2
votes
1answer
2k views

in iOS, does CADisplayLink automatically control the app's 'timestep'?

I'm writing an iOS game that uses OpenGL ES 2.0. I have my 'OpenGLView' which contains a - (void)setupDisplayLink { CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self ...