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3

In my experience with android, it is the garbage collection the kills the performance, not the allocation, although these two are tied hand and hand. As mentioned on the comments, pre-allocation is a way to deal with this issue. This is known as a memory pools. Another similar solution is object pool pattern. An object pool allocates as needed, but does ...


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A (triangular) face is created using tree or more vertices. An aiModel contains a list of all vertices in the model and a list of faces. Each aiFace contains the indices to vertices that make up this (triangle) face. An index is the position in the list of vertices where the vertex we want is. Here is some pseudo code that retrieves the thee vertices of the ...


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The difference between html5 games and native games is a vast discussion, one that im not going to be able to answer in just one post. So the closest thing i can come to a straight answer is : It depends on the game. This stems from that both technologies are fairly new, and growing exponentially. As far as I know, no game studio have tried making the same ...


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You should be able to use Rect.intersects(Rect, Rect), like this example: Rect myViewRect = new Rect(); myView.getHitRect(myViewRect); Rect otherViewRect1 = new Rect(); otherView1.getHitRect(otherViewRect1); Rect otherViewRect2 = new Rect(); otherView2.getHitRect(otherViewRect2); if (Rect.intersects(myViewRect, otherViewRect1)) { // Intersects ...


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Refer the below site for some guidance: http://www.kilobolt.com/day-4-collision-detection-part-1.html It explains bounding shapes that will be used to check for collision. In the case of our robot, we will be using four bounding rectangles. I will suggest to give more specific requirement so that I can update my answer more helpfully.


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Get information (dimensions, coordinates) of two imageviews, then use rectangle intersection condition. Assume that two rectangles A, B with coordinate of top-left and buttom-right as follow: Rectangle A: (Xa1, Ya1) ; (Xa2, Ya2) Rectangle B: (Xb1, Yb1) ; (Xb2, Yb2) Overlap condition: ((Xb1 - Xa2)(Xb2 - Xa1) <= 0) && ((Yb1 - Ya2)(Yb2 - Ya2) ...


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Apple's guidelines are very strict. Relevant points include: Apps utilizing a system other than the In-App Purchase API (IAP) to purchase content, functionality, or services in an App will be rejected Apps offering subscriptions must do so using IAP, Apple will share the same 70/30 revenue split with developers for these purchases, as set forth ...


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you problem is with the following call: glDrawArrays(GL_TRIANGLES, 0, pObj->Meshes[x]->vertices.size()); you need to pass in the amount of vertices you are drawing aka pObj->Meshes[x]->vertices.size() / 3


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You need to go through steps and be careful at few steps as well while publishing app on play store. Refer this link for more details: http://developer.android.com/tools/publishing/publishing_overview.html



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