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  • Optimizing tiled maps in cocos2d-iphone

    - by Omega
    My cocos2d-iphone game has tiled maps. The tilesets textures are rather big. I got around 5 tilesets and each one is 2048x2048 (retina). My maps are around 80x80. They have around 8 layers and each one is obviously using one tileset. The frame rate falls (it goes around 30 sometimes. I know 30 is rather aceptable, but still, I want 50+). So given that textures are huge I can't afford to make many layers (since each one loads a texture of these). So how about I divide my tileset textures into much smaller tilesets (like 1024x1024 each)? That will allow me to use many more layers for my maps, right? Are there any other tips for huge retina display tile maps?

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  • How can I test my iPhone app on earlier than SDK 3.0 simulator, make sure it work?

    - by Cocorico
    Hi Stackers! I wrote iPhone application. Very simple! It use Cocos2D only, and all other features is very basic, no accelerometer, no camera, nothing. Just buttons and sounds. I think every iPhone can run this app (there is no limits on Cocos2D right?), but my XCode only let me use 3.0 and upwards. I want to confirm 1 thing and ask one thing: If I put "iPhone OS 2.0" in my iPhone OS Deployment Target in XCode, but my "Active SDK" in XCode still says 3.0, if I compile using this and submit to App Store, when it goes up, people who use 2.0 can still download and use the game yes? Is there way I can test in a 2.0 simulator to make sure it works? My XCode only have 3.0 and higher simulation.

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  • How can I access and modify objects inside frames with AS3 in a permanent way?

    - by curro
    I have a MovieClip symbol created with flash in a fla file library. There is a textfield in frame one of this movieclip's timeline . There is another frame in the movieclip timeline. There is a custon class definition for this symbol. It is a flipping card in a memory game. I access the textfield by going to frame 2 (gotoAndStop(2)) and setting the textfield's text property ( this.field.text = "hello" ). However if I go to frame 1 and then return to frame 2, the text becomes the original one in the library's symbol. I have to modify the text propery again in a showFace method I've written. Besides, I cannot pass parameters in the constructor because it is a symbol in the library and that would give errors. I find this behaviour of flash extremely weird. Is there a way I can set properties inside frames permanently? Thank you

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  • Whats the minimum iOS version which supports OpenGL ES2.0 ?

    - by Shireesh Agrawal
    Hi, I am not sure if the question even makes sense. I am writing an iPhone game which uses Opengl ES 2.0. I know that OpenGL ES 2.0 is supported on 3gs and higher. Is there a minimum requirement for iOS version too, like the device needs to have iOS 3.1.3 or higher? Or does it solely depend on the hardware? Thanks! -shireesh p.s. I tried to search on the net but havent found much, perhaps I am not using the right keywords

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  • Finding the angle of a fleeing dodo.

    - by donthackmyacc
    I'm coding some critter AI for a game i am working on for my Unity 3D project. I have no programming background and have been stumbling through this using tutorials and other peoples scripts. My problem is that i want my critter to run directly away from the player when the player kicks it. I need the dodo to run directly away from the player when kicked, and i dont know the math nor the syntax to calculate that angle. They are two characters moving independently through worldspace. Here is what i got so far: waypoint = (fleeWP.transform.position); transform.LookAt(Vector3(waypoint.x, transform.position.y, waypoint.z)); transform.Translate (Vector3.forward * speed * Time.deltaTime); This currently makes the critter move towards the waypoint, rather than away. I might be attacking this all wrong. Please chastise me.

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  • What is Mono Behaviour?

    - by Starkers
    I'm getting this message multiple times when I try to run my game: The referenced script on this Behaviour is missing For some reason, all my prefabs are missing a script that dictates something called their 'Mono Behaviour': What is the Mono Behaviour component, and what does it do? How can I fix this error? I can click the little target circle to bring up all my scripts, but that just gives me all of the scripts that I've written: So I don't really know how to replace my missing Mono Behaviour script... Maybe if I knew what it was I could have a clue how to fix it. I probably moved something. But how can I select the Mono Behaviour script (whatever it is) if the target just shows me my scripts? Update I've moved some assets in the project window, but not via the OS (Finder/Explorer) so why is this happening? Also I am told that Mono Behaviour is a script I've applied... Don't really get this...isn't the script component a reference to a script?

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  • what kind of credentials/prerequisites do you need to be a professional penetration tester ?

    - by dfafa
    does it take more than knowing Bt4 ? are there any one that just runs a scanner and no real labor involved ? would you be expected to be able to code your own exploits without having to dl from milw0rm and discover entry into a system by yourself, in other words, do you have to think outside the box even when there's so many tools that makes the job a lot easier ? would you ever be expected to be able to write your own scanners, exploits and etc ? i am also curious how people are able to write long pages of hex address, that magically causes some type of memory overflow...how are people guessing at the hex values for game hacks for instance ? are certification important ? what about formal school education ? I am a CS major.

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  • actionscript display timer

    - by Aaron
    ok so im using real basic code for a small game and ive got a timer set up on one room and cant get it to display in the endgame room please help? this is the code i used var gameStartTime:uint; var gameTime:uint; var gameTimeField:TextField; gameTimeField = new TextField(); gameTimeField.x = 900; gameTimeField.y = 50; addChild(gameTimeField); gameStartTime = getTimer(); gameTime = 0; addEventListener(Event.ENTER_FRAME,showTime); function showTime(event:Event) {gameTime = getTimer()-gameStartTime; gameTimeField.text = "Time: "+clockTime(gameTime); } function clockTime(ms:int) { var seconds:int = Math.floor(ms/100); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; }

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  • android phone's scroll ball, D-Pad not working

    - by user270811
    hi, i have a Cliq and a MyTouch phone. i am writing a game that requires a fire button. on the cliq, it's the center of the D-Pad, and on the MyTouch, the scroll ball. i am handling the onKeyDown events via a separate thread. it all works until i press the button too many times, meaning the key down event is no longer fired off. if i press the D-Pad down or scroll the ball down, then the fire button works again. i can only guess that maybe the message queue within the OS is full, therefore the fire button temporarily malfuntions. can someone help me? thanks.

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  • VB6 Parser/Lexer/Scripter

    - by rlb.usa
    I've got a game in VB6 and it works great and all, but I have been toying with the idea of creating a scripting engine. Ii'm thinking I'd like VB6 to read in flat text script files for me and then lex/parse/execute them. I have good programming experience, and I've built a simple C compiler, as well as a LOGO emulator before. My question is: Are there any tools that I can use, like Lexx/Yakk/Bison to help me? How should I approach this problem in regards to lexing, parsing, and feeding the commands back to VB6 so I can handle them? Is this idea a BAD IDEA in the sense that there are too many obstacles in the way (For example, building minesweeper in assembly, though not impossible, is very difficult, and a bad idea.)?

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  • What are the most likely bottlenecks determining the performance of CamStudio screen recording?

    - by Steve314
    When doing screen recording, I can get a frame rate of maybe 15 frames per second for the full screen on my 1080p monitor using the XVID codec. I can increase the speed a bit by recording a region, changing screen modes, and tweaking other settings, but I'm curious what hardware upgrades might give me the biggest bang for my buck. My PC is budget, but modern... Athlon 2 X4 645 (3.1GHz, quad core, limited cache) processor. 4GB single channel DDR3 1066 RAM. ASRock motherboard with NVidia GeForce 7025/nForce 630a Chipset. ATI Radeon HD 5450 graphics card - 512MB on board, not configured to steal system RAM. I dual-boot Windows XP and Windows 7. For the moment, XP is my bigger performance concern as it's still my getting-things-done O/S as opposed to my browser-host O/S. My goal is to make a few programming-related tutorials. For a lot of that I don't need screen recording - I can make up some slides, record audio with the PC switched off, yada yada. When I do need screen recording, I'll mostly be recording Notepad++, Visual Studio or a command prompt. Occasionally, I may be recording some kind of graphics or diagram program and using my pre-Bamboo cheap Wacom tablet - I have the CS2 versions of Photoshop and Illustrator, but I'd much more likely be using Microsoft Paint. Basically, what I'll be recording won't be making huge demands on the machine - but recording a fair number of pixels (720p preferred) will be useful. What's particularly wierd - not so long ago I still had a five-year-old Pentium 4 based PC. And (with the same 1080p monitor) it could record at not far from the same frame rate. So clearly the performance issues are more subtle than just throw-money-at-it. My first guess would be that the main bottleneck is the bandwidth for transferring data to/from the graphics card. Is that likely to be correct? In support of that, see this [Radeon HD 5450 review][1] - the memory bandwidth is only 12.8 GB/s. If you can't get data out of graphics memory quickly, you can't transfer it back to the system memory quickly. Apparently, that's slower than some top-end cards in 2002.

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  • XNA 2d camera with arbitrary zoom center

    - by blooop
    I have a working 2D camera in XNA with these guts: ms = Mouse.GetState(); msv = new Vector2(ms.X, ms.Y); //screenspace mouse vecor pos = new Vector2(0, 0); //camera center of view zoom_center = cursor; //I would like to be able to define the zoom center in world coords offset = new Vector2(scrnwidth / 2, scrnheight / 2); transmatrix = Matrix.CreateTranslation(-pos.X, -pos.Y, 0) * Matrix.CreateScale(scale, scale, 1) * Matrix.CreateTranslation(offset.X, offset.Y, 0); inverse = Matrix.Invert(transmatrix); cursor = Vector2.Transform(msv, inverse); //the mouse position in world coords I can move the camera position around and change the zoom level (with other code that I have not pasted here for brevity). The camera always zooms around the center of the screen, but I would like to be able to zoom about an arbitrary zoom point (the cursor in this case), like the indie game dyson http://www.youtube.com/watch?v=YiwjjCMqnpg&feature=player_detailpage#t=144s I have tried all the combinations that make sense to me, but am completely stuck.

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  • Java RMI cannot connect to host from external client.

    - by Koe
    I've been using RMI in this project for a while. I've gotten the client program to connect (amongst other things) to the server when running it over my LAN, however when running it over the internet I'm running into the following exception: java.rmi.ConnectException: Connection refused to host: (private IP of host machine); nested exception is: java.net.ConnectException: Connection timed out: connect at sun.rmi.transport.tcp.TCPEndpoint.newSocket(Unknown Source) at sun.rmi.transport.tcp.TCPChannel.createConnection(Unknown Source) at sun.rmi.transport.tcp.TCPChannel.newConnection(Unknown Source) at sun.rmi.server.UnicastRef.invoke(Unknown Source) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(Unknown Source) at java.rmi.server.RemoteObjectInvocationHandler.invoke(Unknown Source) at $Proxy1.ping(Unknown Source) at client.Launcher$PingLabel.runPing(Launcher.java:366) at client.Launcher$PingLabel.<init>(Launcher.java:353) at client.Launcher.setupContentPane(Launcher.java:112) at client.Launcher.<init>(Launcher.java:99) at client.Launcher.main(Launcher.java:59) Caused by: java.net.ConnectException: Connection timed out: connect at java.net.PlainSocketImpl.socketConnect(Native Method) at java.net.PlainSocketImpl.doConnect(Unknown Source) at java.net.PlainSocketImpl.connectToAddress(Unknown Source) at java.net.PlainSocketImpl.connect(Unknown Source) at java.net.SocksSocketImpl.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.<init>(Unknown Source) at java.net.Socket.<init>(Unknown Source) at sun.rmi.transport.proxy.RMIDirectSocketFactory.createSocket(Unknown Source) at sun.rmi.transport.proxy.RMIMasterSocketFactory.createSocket(Unknown Source) ... 12 more This error is remeniscent of my early implementation of RMI and I can obtain the error verbatum if I run the client locally without the server program running as well. To me Connection Timed Out means a problem with the server's response. Here's the client initiation: public static void main(String[] args) { try { String host = "<WAN IP>"; Registry registry = LocateRegistry.getRegistry(host, 1099); Login lstub = (Login) registry.lookup("Login Server"); Information istub = (Information) registry.lookup("Game Server"); new Launcher(istub, lstub); } catch (RemoteException e) { System.err.println("Client exception: " + e.toString()); e.printStackTrace(); } catch (NotBoundException e) { System.err.println("Client exception: " + e.toString()); e.printStackTrace(); } } Interestingly enough no Remote Exception is thrown here. Here's the server initiation: public static void main(String args[]) { try { GameServer gobj = new GameServer(); Information gstub = (Information) UnicastRemoteObject.exportObject( gobj, 1099); Registry registry = LocateRegistry.createRegistry(1099); registry.bind("Game Server", gstub); LoginServer lobj = new LoginServer(gobj); Login lstub = (Login) UnicastRemoteObject.exportObject(lobj, 7099); // Bind the remote object's stub in the registry registry.bind("Login Server", lstub); System.out.println("Server ready"); } catch (Exception e) { System.err.println("Server exception: " + e.toString()); e.printStackTrace(); } } Bad practice with the catch(Exception e) I know but bear with me. Up to this stage I know it works fine over the LAN, here's where the exception occurs over the WAN and is the first place a method in the server is called: private class PingLabel extends JLabel { private static final long serialVersionUID = 1L; public PingLabel() { super(""); runPing(); } public void setText(String text) { super.setText("Ping: " + text + "ms"); } public void runPing() { try { PingThread pt = new PingThread(); gameServer.ping(); pt.setRecieved(true); setText("" + pt.getTime()); } catch (RemoteException e) { e.printStackTrace(); } } } That's a label placed on the launcher as a ping test. the method ping(), in gameserver does nothing, as in is a null method. It's worth noting also that ports 1099 and 7099 are forwarded to the server machine (which should be obvious from the stack trace). Can anyone see anyting I'm missing/doing wrong? If you need any more information just ask. EDIT: I'm practically certain the problem has nothing to do with my router settings. When disabling my port forwarding settings I get a slightly different error: Client exception: java.rmi.ConnectException: Connection refused to host: (-WAN IP NOT LOCAL IP-); but it appears both on the machine locally connected to the server and on the remote machine. In addition, I got it to work seamlessly when connecting the server straight tho the modem (cutting out the router. I can only conclude the problem is in my router's settings but can't see where (I've checked and double checked the port forwarding page). That's the only answer i can come up with.

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  • Error: Unable to access jarfile Click-The-Block.jar

    - by AqueousSnake
    I have made a simple game that I want to convert into a runnable jar so I can show others and launch it without Eclipse. In Eclipse I: Right clicked on Project Export Java Exectuable Jar File Launch Configuration: CTB (1) - Click The Block It made a jar with a MANIFEST.MF containing: Manifest-Version: 1.0 Class-Path: . Main-Class: uk.co.robertmerriman.ctb.main.CTB This was all extracted to my desktop in Click-The-Block.jar When I double click, nothing happens. When I type "java -jar Click-The-Block.jar" into CMD, I get the following error: Error: Unable to access jarfile Click-The-Block.jar.

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  • How to get X,Y,Z rotations of vertices on a sphere at the origin?

    - by Stoff81
    Hey, I have a sphere in my game world and i would like to place a plane at each vertex on this sphere for debugging purposes. The planes should be orientated so that they lie flat against the sphere (perpendicular to the normals). The sphere is located at the origin, so all the vertices are relative to that. If my thinking is correct, i should be able to do this using the positions of the vertices and some simple trigonometry. I have tried a few combinations but have had no joy yet. I would greatly appreciate some help on this. Thanks. Here is my code: float xRot = RADIANS_TO_DEGREES(sinf(vertex.x/PLANET_RADIUS)); float yRot = RADIANS_TO_DEGREES(cosf(vertex.y/PLANET_RADIUS)); glRotatef(xRot, 1.0, 0, 0); glRotatef(yRot, 0, 1.0, 0);

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  • Some Memory Slots Not Working on MSI FM2-A85XA-G65 Motherboard

    - by Mike Ciaraldi
    Short version of question: Does anyone have an MSI FM2-A85XA-G65 motherboard, who can confirm that all four memory slots work? Long version: Several months ago I bought an MSI FM2-A85XA-G65 motherboard at Newegg. At that point I installed an AMD A8-5500 processor and two sticks of Corsair Vengeance 8 GB DDR3-1866 memory, and put it into my file server. I installed the RAM in slots 1 and 3, as directed in the manual, to enable dual-channel memory access. It seemed to work fine, so I bought a second identical mobo (which arrived dead, but was quickly replaced by Newegg) and set of RAM, installed an A10-5800K, and put that into my production Linux machine. Again, it seemed to work well. Eventually I happened to notice that on the server only 8 GB of RAM appeared in the BIOS. I tried each of the slots and memory modules individually and in various combinations. I even swapped processors with the production machine. The result was that putting memory in slots 1 and 2 worked (showing a total of 16 GB), but any memory in slots 3 or 4 was not recognized. However, all four memory slots in the production machine worked, and I confirmed this with both processors. I contacted MSI and arranged to ship the defective mobo back to them for replacement under warranty. I did not want my file server to be down in the interim, and I had another machine I wanted to upgrade, so I bought a third identical mobo to use. That one had the same problem -- only memory slots 1 and 2 worked. I tested it thoroughly with multiple processors and memory sticks. I sent the defective mobo back to MSI and they sent me a new one. This has the same memory slot problem. So I sent it back. The replacement arrived the other day and shows the same problem. I contacted MSI yet again and they said that nobody else has reported memory slot problems on this board and it must be my processor. So my score so far is, out of six boards of this model, I have: One where all four slots work. One which was dead on arrival. Four where only memory slots 1 and 2 work. Before I tear my other machines apart and start swapping processors again I thought I would ask if anyone else has this exact model motherboard and could confirm that all four memory slots either do or do not work. According to MSI you should be able to just plug a single memory module into any of the slots and it will work (and it does on the one mobo I have which works correctly). If you have not yet used all four slots, this is a good time to test them so you know if you can expand your memory in the future. Thanks in advance to anyone who can help.

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  • C++: Create abstract class with abstract method and override the method in a subclass

    - by Martijn Courteaux
    Hi, How to create in C++ an abstract class with some abstract methods that I want to override in a subclass? How should the .h file look? Is there a .cpp, if so how should it look? In Java it would look like this: abstract class GameObject { public abstract void update(); public abstract void paint(Graphics g); } class Player extends GameObject { @Override public void update() { // ... } @Override public void paint(Graphics g) { // ... } } // In my game loop: for (int i = 0; i < objects.size(); i++) { objects.get(i).update(); } for (int i = 0; i < objects.size(); i++) { objects.get(i).paint(g); } Translating this code to C++ is enough for me.

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  • Overwrite queryset which builds filter sidebar

    - by cw
    Hi, I'm writing a hockey database/manager. So I have the following models: class Team(models.Model): name = models.CharField(max_length=60) class Game(models.Model): home_team = models.ForeignKey(Team,related_name='home_team') away_team = models.ForeignKey(Team,related_name='away_team') class SeasonStats(models.Model): team = models.ForeignKey(Team) Ok, so my problem is the following. There are a lot of teams, but Stats are just managed for my Club. So if I use "list_display" in the admin backend, I'd like to modify/overwrite the queryset which builds the sidebar for filtering, to just display our home teams as a filter option. Is this somehow possible in Django? I already made a custom form like this class SeasonPlayerStatsAdminForm(forms.ModelForm): team = forms.ModelChoiceField(Team.objects.filter(club__home=True)) So now just the filtering is missing. Any ideas?

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  • Does HTML5 make Javascript gaming safer (more secure)?

    - by Sean Madigan
    I know that Javascript is an incredibly unsecure way of programming a persistent game, where for instance you are doing battle calculations in an RPG and then award XP through linking to a PHP page when they win that adds XP to a database (since the player could make their own javascript to always win or just look at the PHP page that you get sent to when you win and just go there anyway). So with that said, I'm wondering if HTML5 makes multiplayer/persistent games any safer in this regard, since I know it still uses Javascript. Or am I still doomed to rely entirely on server-side scripting for doing any calculations that award the player?

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  • Are there still completely new programming languages and -paradigms to be born?

    - by llasa
    Are there still completely new programming languages and -paradigms (which will actually go mainstream and still be used decades after their appearance) to be born? What I'm talking about are groundbreaking things like the rise of object oriented programming, C++, or PHP. With new programming languages I mean that they actually are completely different from what you know, as different as when you set a guy who used assembler for a decade, and even programmed some kind of 3D game in it, in front of something as high-level as PHP, Ruby or Python? Which new paradigms and programming languages are there to come? What could be different about them? Who will possibly create them and how fast will they rise?

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  • Lua: Random: Percentage

    - by jargl
    I'm creating a game and currently have to deal with some math.randomness. As I'm not that strong in Lua, how do you think Can you make an algorithm that uses math.random with a given percentage? I mean a function like this: function randomChance( chance ) -- Magic happens here -- Return either 0 or 1 based on the results of math.random end randomChance( 50 ) -- Like a 50-50 chance of "winning", should result in something like math.random( 1, 2 ) == 1 (?) randomChance(20) -- 20% chance to result in a 1 randomChance(0) -- Result always is 0 However I have no clue how to go on, and I completely suck at algorithms I hope you understood my bad explanation of what I'm trying to accomplish

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  • How to move something from a virtual dpad on-screen

    - by Kriegalex
    Hello everyone, I've started a little game, and so far I'm moving a little guy with onKeyDown() and the DPAD from Android Emulator. Now what I want to do is to add 4 buttons on the screen (like in a GAMEBOY emulator for example) and these buttons should move my little guy. With a clickListener and onClick() (or touchListener and onTouch()), it's ok for one move but how to do if I want that my little guy continues moving when I stay clicked on the button ??? Buttons are enough or should I make a 4 arrows soft keyboard or anything else ?? Thanks

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  • Simple network gaming, client-server architecture planning.

    - by michal
    Hi, I'm coding simple game which I plan to make multiplayer (over the network) as my university project. I'm considering two scenarios for client-server communication: The physics (they're trivial! I should call it "collision tests" in fact :) ) are processed on server machine only. Therefore the communication looks like Client1->Server: Pressed "UP" Server->Clients: here you go, Client1 position is now [X,Y] Client2->Server: Pressed "fire" Server->Clients: Client1 hit Client2, make Client2 disappear! server receives the event and broadcasts it to all the other clients. Client1->Server: Pressed "UP" Server->Clients: Client1 pressed "UP", recalculate his position!! [Client1 receives this one as well!] Which one is better? Or maybe none of them? :)

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  • iPhone switching views without first view being reset

    - by user298261
    Heya! I'm making a role-playing game, and I want to have a Map View and a Battle Screen. With the possibility of other screens as well. I thought the best way to achieve this was to use multiple NIB files. When I prototyped this by have one view that creates content, switches to the next view, and then back, the content on the original view was reset. How do I make it so that the first view doesn't reset the data each time it's loaded? Thanks!

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at Game Development

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