| bio | website | elhaso.com |
|---|---|---|
| location | Spain | |
| age | 33 | |
| visits | member for | 2 years, 9 months |
| seen | 15 hours ago | |
| stats | profile views | 22 |
I used to be a good person. Luckily 2013 is the year of Nimrod.
|
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. |
|
Sep 11 |
awarded | Editor |
|
Sep 11 |
revised |
Which 2D rendering algorithm is the most suited for mobile devices? Corrected spelling |