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Optimizing Texture Atlases

2 April 2011

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Chances are good that if you decide to make OpenGL calls directly, you have already thought about performance and efficiency. Optimizing VRAM use with texture atlasing is a good way to do that. In this article, I will talk about how to create really optimized textures.

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Update Reminders in 5-Minutes

4 December 2010

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Here's a super-simple way to gently remind your users that a new version of your app is available.

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Localizing? Here’s an extension for sprintf()

15 November 2010

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Here's an extension to sprintf() that will help with localization.

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Track Your AppStore Launch Across the Globe

27 October 2010

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Track Your AppStore Launch Across the Globe

This post helps you take the tedium out of tracking your launches across the globe on Launch Day.

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How To: Implement a Fog of War – Part 2 – Smooth

27 July 2010

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How To: Implement a Fog of War – Part 2 – Smooth

A standard feature of real-time strategy- and tactical games is what’s called a “fog of war”. The term comes from traditional warfare and it tries to describe the situational awareness experienced by participants in military operations. What that means in game terms is that the fog of war covers everything that’s not within sight range of units or buildings. The entire map is covered in darkness and the units and buildings have a ‘sight circle’ that reveals the map immediately around them. As the units traverse the level they reveal more of the terrain. This feature is probably best known in the WarCraft series of games. If you have ever wanted to implement such a feature in your game, I’ll show you how. It’s a lot easier than you might think. In this last part of a two-part series, I will describe how to implement a “Smooth” fog of war. (My favorite!)

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