Dennis Munsie
  • Member for 11 years, 6 months
  • Last seen more than 6 years ago
OpenGL ES 1.1 strange slow drawing by zooming on iPhone
1 votes

I don't see in your code where you are calling drawRect: (also related, you have it in your example as drawView: -- the method is drawRect:) explicitly, which leads me to believe that you are letting ...

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Recommended hardware for developing ios games?
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3 votes

I use two machines regularly while doing iOS development -- a late 2009 quad core i5 iMac and an 11" MacBook Air. Both machines have their pluses and minuses, but both are more than capable enough ...

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Objective-C to plain c iPhone game performance improvements
1 votes

I have a couple of games up on the App Store right now that were written in 100% Obj-C. There are definitely some areas where a naive approach would suck in Obj-C (particles, for example), but ...

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Why use asset manifest files?
1 votes

In addition to the other answers, it also makes your code a little more separated from your assets. You could, for example, allow an artist to work directly with the manifest files without having to ...

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Why do most games require you to patch them after downloading, instead of rolling the patches into the installer?
4 votes

A few reasons that I can think of off the top of my head -- I'm sure others will have reasons as well. They have to distribute patches for the existing users no matter what. By doing it this way, ...

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Is it necessary to wait for rendering thread to terminate in surfaceDestroyed(...)
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2 votes

One reason to follow what most of the examples do is because just because the current implementations allow for this usage, it doesn't mean future implementations will. It's better to code ...

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How to know when to use UIViews and other Quartz2d features and when to use OpenGL ES?
2 votes

I would say that it's time to switch when you run into something you can't do or it's too slow. Switching anytime before then is just wasted time. And if you are doing this for yourself, you don't ...

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Must read game development books
2 votes

OpenGL Red Book This is a must have on your bookshelf as a developer.

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OpenGL optimization tips
6 votes

Minimize your state changes. On a lot of platforms, each state change potentially flushes the pipeline. It's much better to batch similar items together and change state once.

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Why is there a lack of games for Linux?
2 votes

One reason that I think Linux doesn't get as much attention is simply that most people who run Linux can also choose to run Windows via a dual-boot setup to run games. This also effects Mac users as ...

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C++ low-level optimization tips
4 votes

Don't overlook your compiler -- if you are using gcc on Intel, you could easily get a performance gain by switching to the Intel C/C++ Compiler, for example. If you are targeting an ARM platform, ...

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What are good games to "earn your wings" with?
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226 votes

Breakout Easy game since you don't have much state to worry about (it's an array of brick values -- if you only have one brick color, it's an array of flags), there isn't any AI, and you get to do a ...

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When dealing with a static game board, what are some methods to make it more interesting?
10 votes

Don't underestimate the power of having good sound effects. Combined with good animations, the sound effects can provide a bit of realism to your game. And don't simply use the same ones over and ...

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As an Android dev, what should I keep in mind for porting to iPhone?
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12 votes

Write it in C/C++ -- this is the biggest thing you can do. Both platforms support C and C++, though in different ways. On Android, you'll be using the NDK. On the iPhone, it can be compiled along ...

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STL for games, yea or nay?
1 votes

I think this question is really a larger unasked question -- should I use X in my Y? And the only way to really answer that is to try it for yourself. For every person you find that says that X ...

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Game clock Synchronization in python
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7 votes

You probably won't be able to use NTP directly -- for one, you need to have a server that is guaranteed to be available to all of your clients. Second, it's really overkill for what you need. What ...

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For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?
Accepted answer
20 votes

You should definitely be using something that uses a 3D renderer on the backend. But in your higher level code, you shouldn't even see the Z axis. All of that should be abstracted away at the lower ...

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Storing game state at exit on the iPhone with Objective-C
7 votes

Here is the method I used in my games. First, every object that needs to be persisted must implement the NSCoding protocol. You want to only store your model data and nothing specific to the current ...

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What is a texture atlas?
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15 votes

A texture atlas is simply a way to stuff multiple sprites into a single texture. You also will need an index into the texture so that you can find where each of the sprites are located. The reason ...

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