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1

If you never sample outside of 0 .. 1.0 range, then it does not really matter if you use wrap instead of clamp.


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What are some best practices to determine the total texture budget of a modern 2d game? This likely depends on the size of your target platforms RAM/VRAM, and how much you'll need to have loaded at one time. It's probably something that you have to fine-tune. Another thing to consider is non-volatile storage (media/disk space, etc.). How can I tell ...


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This is the most basic code of creating and playing an animation in cocos2d: auto cacher = SpriteFrameCache::getInstance(); cacher->addSpriteFramesWithFile("emad-running.plist"); Sprite* someSprite = Sprite::create(); // load all the animation frames into an array Vector<SpriteFrame*> frames; for (int i = 0; i <= 10; i++) { stringstream ss; ...


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In your loop, you are using this overload: http://msdn.microsoft.com/en-us/library/ff433987.aspx, which instead of specifying a scale, specifies destination and source rectangles. It's hard to tell from the names you chose if you provided the correct rectangles, but you specified g_BotInvadersRect[r, c] as the destination (screen bounds) and ...



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