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About JoJoSim1

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  1. There is another Hardware difference. Ipad1 has no gyroscope ipad2 And later have. All have accelerometer. Another Point is that you always should Test on many devices as possible since different drivers have different Bugs. I saw that same Open gl Code had different results on ipad1 And ipad2.
  2. I have skype at home so PN me your skype name. Maybe we could chat later the day.
  3. ah ok i guess it's like this. You move scale - it works you move a second time and the image jumps correct ? could you write down a sequence of actions you want to do ? for example moveto (1,0) scaleto (1.5,1.5) moveto(-1,0) scaleto(1,1) btw if you have icq message me and i'll add you
  4. like this ? [CODE] glTranslatef(target.x*scale, target.y*scale * aspectRatio, 0); glScalef(scale, scale * aspectRatio, 0); glTranslatef(-target.x, -target.y, 0); [/CODE]
  5. I don't know how Android handles it but on iOS openGLES runs in second thread! As DemonRad said this is the problem. iOS gathers opengl commands and renders if the commandbuffer is full or if flush is called. For best performance you keep the rendering decisions up to the openGLES thread and never call flush. But there are several other commands like get... that internally need to flush. Also streaming which actually uses one "memory" needs to flush. And this leads to not optimal rendering in the openGLES thread thus to a performance drop. To understand that better google [b]tile based deferred rendering (TBDR)[/b] [url=""][b][/b] [/url] Does anyone how Android is doing that ?
  6. Ok. So you want to scale your image around origin via _scalevalue and then translate the image to moveToPoint. Is that correct ? [CODE] glTranslatef(-moveToPoint.x*_scalevalue, -moveToPoint.y*_scalevalue,0); glScalef(_scalevalue,_scalevalue,1); [/CODE]
  7. dynamic music

    Hi Vorel512! Maybe my question was not that precise. I like to use AudioGraphs which works pretty well for me. AVFoundation can be used to trigger single sounds but thats not what I mean. Think of a soundtrack that dynamically changes its mood depending on gamestate. Right now I'm looking for a MusicCompositing tool with an integrated script language. (Freeware would be best)
  8. I never did any Android stuff. Did you check which lines of code get executed. Insert print/log commands. I'm not sure but shouldn't be mThread.start() ?
  9. Interface design.......

    I see . Then your approach makes sense i think. Two ideas that came to my mind are: 1) position prev target button on left side of screen and next target on right side. In action time its possibly easier to act with device in two hands 2) if you are on a platform that has a gyroscope make use of it could be fun.
  10. I'm wondering how your swiping works even with scale equals 1. Your code above says: translate with -target scale by scale,scale*aspectRatio translate with target in case that scale is 1 and aspectRatio is 1. These lines will not translate at all. If these lines are just for scaling around target your first line should look like this: [CODE] glTranslatef(target.x*scale, target.y*scale*aspectRatio); [/CODE] Maybe you could try to explain how you want to handle swipe and pinch. I would do it like this: scaleOrigin, scale describe scale configuration target describes your swipe pos [CODE] //handle swipe glTranslate(-target.x,-target.y); //handle scale glTranslatef(scaleOrigin.x,scaleOrigin.y*aspectRatio); glScalef(scale,scale*aspectRatio); glTranslatef(-scaleOrigin.x, -scaleOrigin.y); [/CODE] This code has one fallback. swipe, scale swipe, scale would not work since you have to accumulate this actions.
  11. Does that fix your problem ? I think the first scaling which lead to div by zero destroyed your target vector. Maybe iPhone and iPad handled div by zero or plus operator with NaN differently.
  12. Does anyone has experience with dynamic music on iOS devices? Is there a library to do event based music? Which tools are out there and so on. I'm looking for every hint, idea and inspiration
  13. Interface design.......

    Is it possible to click directly on a enemy? I mean why do you want to do it indirect? Tapping direct at the aim is more intuitive and less frustrating since you just need one click and not several. In technical terms your enemies could carry a invisible button. We recognized the less buttons the better especially for mobile / touch devices. Make use of gestures of course it has to fit into your game. Ask yourself if you really need a button. For example a side scroller could use buttons for left right top down or could use a simple swipe gesture. In that case four buttons would cover a lot of space from your game graphics which is not necessary and every touch display user knows how swipe works. I hope you get what i mean. I know buttons are by far easier to implement.
  14. Do you have a render loop that updates screen frequently ? Or do you render on events ? I have in mind that you render your scene without translating it when handling pinch gesture. [CODE] view->getScale() - 1.0f [/CODE] Could it be that getScale() returns 1 and you get a division by zero in your touchesMoved routine ? Did you console log all your scale and translation values to see if they behave in correct way?
  15. Hi, how does your rendering framework looks like? Do you render on demand or on a permanent basis ? Your code above just handles zooming. How do you handle scrolling? It should something like: [CODE] glTranslatef(target.x, target.y, 0); glScalef(scale, scale * aspectRatio, 0); glTranslatef(-target.x, -target.y, 0); glTranslatef(scroll.x, scroll.y * aspectRatio, 0); [/CODE] How is your viewport set up? Are your coordinates in pixel or something uniformed?