382 reputation
16
bio website gradha.github.io
location Spain
age 34
visits member for 4 years, 2 months
seen Apr 27 at 8:02

I used to be a good person. 2013 was the year of Nimrod.


Apr
25
awarded  Citizen Patrol
Dec
2
awarded  Critic
Feb
13
revised Is it worth supporting iOS 3.x or iPhone 3G devices anymore when developing a game?
Added status of backwards hardware compatibility for development tools
Nov
9
answered How to protect Lua scripts in IOS game?
Sep
13
awarded  Autobiographer
Jun
11
answered Rotating Sprite around Y-Axis (2D)
Apr
28
revised Is storing data via property lists in an iPhone application's documents directory secure?
Added link to app referenced in post
Apr
28
comment Is storing data via property lists in an iPhone application's documents directory secure?
The software is a file transfer tool. First copy something to your machine, change it there, delete it on the device, then upload your local copy (dragging works for me).
Apr
28
answered Is storing data via property lists in an iPhone application's documents directory secure?
Mar
3
answered How to efficiently handle registration/anchor points for graphics?
Feb
18
answered Efficient Bullet Firing Class
Oct
19
revised Is it worth supporting iOS 3.x or iPhone 3G devices anymore when developing a game?
Added info about 3.x support now that iOS 5 is out.
Oct
4
answered Is it worth supporting iOS 3.x or iPhone 3G devices anymore when developing a game?
Aug
8
answered What 2D engine can I use to port my flash game to iOS and Android?
Aug
3
awarded  Yearling
Dec
1
answered How to create games with scrolling?
Sep
27
answered Any free 2D C\C++ framework that supports iPhone?
Sep
27
revised Which 2D rendering algorithm is the most suited for mobile devices?
Made link href URL
Sep
12
answered 3D Model package for Mac/iOS
Sep
11
comment Which 2D rendering algorithm is the most suited for mobile devices?
That's better. Still, Android, like iOS now, targets several devices, so you will definitely need to specify a hardware device for somebody else to comment on it. In general an algorithm where you put your polygons perpendicular to the camera, disable the depth buffer and trying to use triangle stripes to reduce vertex overhead should be a winner. Another trick could be scaling texture coordinates to use bytes instead of floats, which improves bandwidth.