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seen Apr 21 '12 at 22:50

Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
raw FBO dumps sound interesting. Formatting the data later will work. How would one save the contents of an FBO to disk?
Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
How to efficiently save the frame data to a file?
Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
Simulator won't work for this unfortunately.
Sep
15
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
glReadPixels is the bottleneck when trying to copy the entire screen. If I copy part of the screen then AVAssetWriter's appendPixelBuffer is the bottleneck. Now I'm thinking about drawing directly into a framebuffer-attachable image.
Sep
15
revised Skipping glReadPixels and reading iPhone's “VRAM” directly
more info
Sep
15
asked Skipping glReadPixels and reading iPhone's “VRAM” directly
Sep
9
revised Most efficient way to capture OpenGL ES content of iPhone screen
more info
Sep
9
accepted Automating repetitive game development tasks
Sep
9
accepted When and how should I apply forces in a Cocos2D + Box2D game?
Sep
9
asked Most efficient way to capture OpenGL ES content of iPhone screen
Sep
3
awarded  Nice Question
Aug
20
accepted Data structures in older games
Aug
20
comment Data structures in older games
Cool. I do something similar (see edit #2 to the question). In my update function I check the "coinsActive" bitset if(coinsActive) before I loop over maxNumCoins and update. This way I completely avoid the loop if zero coins are active.
Aug
20
comment Data structures in older games
I'm just curious about older games 8-)
Aug
20
comment Data structures in older games
Good point. I'm really curious about dynamically allocated collections vs statically allocated collections
Aug
20
revised Data structures in older games
more info
Aug
20
revised Data structures in older games
clarification
Aug
20
comment Data structures in older games
Cool. Did you use dynamically allocated arrays? Or did most have a static size? I'm curious about situations where, say, five coins would appear on-screen and remain on-screen until the player collected them (or they scrolled off-screen).
Aug
19
asked Data structures in older games
Jul
26
awarded  Yearling