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seen Apr 21 '12 at 22:50

Nov
25
comment Smooth animation in Cocos2d for iOS
Definitely a good idea. However calling scheduleUpdate instead of schedule:interval: worked much better.
Sep
16
comment Skipping glReadPixels and reading iPhone's “VRAM” directly
Cool. What do you think about reading piecewise into a GLubyte buffer with glReadPixels... then dump the buffer to disk on another thread? The buffer would be alloc'd once and re-used. Suppose I might need two buffers since I'll be filling one while dumping the contents of the other to disk.
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.
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
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).
Apr
20
comment Basic Box2D collision detection
Yes this worked. Thanks!
Mar
30
comment Mobile game monetization idea - pay to remove ads?
Good point about the app state. However I'm not planning a game over screen... so the app goes back to the homescreen when the game ends.
Mar
30
comment Mobile game monetization idea - pay to remove ads?
I like the "try it and see approach"... this is what Ive done to date. But I'd like the best monetization method in place when the app first appears in the app store and there's the initial spike in downloads.
Mar
29
comment Mobile game monetization idea - pay to remove ads?
The user would see the ads everytime the game ends and the homescreen is displayed. Since it's a casual game that's replayed often (in theory) the user would see the ads for a non-trivial amount of time.
Mar
29
comment Mobile game monetization idea - pay to remove ads?
Hi, by "works" I meant both.
Feb
16
comment OpenGL-ES: clearing the alpha of the FrameBufferObject
Where to put the above code? After each Texture is drawn? Or perhaps at the top or bottom of the main render loop?
Feb
14
comment Texture artifacts on iPad
Interesting... I'll try this. The Texture2D class I'm using is the old one from Apple sample code... and the Cocos2D Texture2D is based on this same code.
Feb
5
comment What are some low-level performance tweaks for iPhone games written in c?
It's a great presentation.
Jan
14
comment Trouble with touch events on iPhone
I did occasionally see some cancelled touches. However I eliminated the problem by improving the performance of my game loop (OpenGL performance improvements).
Jan
12
comment Beginner question about vertex arrays in OpenGL
Awesome thanks for the response! Using GL_TRIANGLES and duplicating the vertices worked. I also referenced this SO question: stackoverflow.com/questions/4319073/…