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0

just use gameCenterController for dismissing. [gameCenterController dismissViewControllerAnimated:YES completion:nil];


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What you are looking for is called "actions". Here is how to post an action. // create an Open Graph action id<FBOpenGraphAction> action = (id<FBOpenGraphAction>)[FBGraphObject graphObject]; [action setObject:objectId forKey:@"dish"]; // create action referencing user owned object [FBRequestConnection ...


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The script from The Game Contriver does the same using Vector3.Lerp and at a constant speed regardless of the distancce between the two points.. using UnityEngine; using System.Collections; public class TapToMove : MonoBehaviour { //flag to check if the user has tapped / clicked. //Set to true on click. Reset to false on reaching destination private bool ...


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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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Yes, it is absolutely possible. Fill rate is not such a problem because mobile graphics chips are designed to deal with very high resolution screens. In fact, deferred rendering helps with this because your lighting calculation is independent from scene complexity, so overdraw doesn't cause a slowdown. Here is my implementation on a fourth generation ...


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Since I am working with SpriteKit on iOS the shader support in SpriteKit is still missing a few things to implement an animated color gradient shader in SpriteKit. However for those who come up to the same situation I have found a more performant way to make animated gradients with sprite kit. Instead of working with shaders I have created a simple image ...


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Here's how I would do this. First, make sure you have the object's UVs or world coords (which you can pass through from your vertex shader) available to you. If it's just a background, you could also just use fragment coords (gl_FragCoord). For instance, let's say we're using UV coords. A fragment shader with only: gl_FragColor = vec4(vec3(uv.x),1.0); will ...



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