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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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L-Systems, from what I can tell*, are a set of grammar-like substitution rules that you can apply recursively to get interesting, "organic" results. Plants are where L-Systems are often used, as they show a lot of recursive growth (i.e. branch splits off into more branches). For a simple example, I'll show a "lollipop" tree generated using an L-System: ...


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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 does the same using Vector3.Lerp and at a constant speed regardless of the distance 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 flag = false; ...


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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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