Since Windows Phone 7 doesn’t have multitask, at least for now, Microsoft implemented a Tombstone notion in WP7 apps. It’s basically a suspended state where you receive a notification that it’s going to suspend but there is no guarantee that it will resume, it might be terminated so you must treat this as an exit [...]
Posted by David Amador under Game Development
Finally and after several weeks locked inside Different Pixel “dungeon” making my engine compatible with iOS, namely with iPhone/iPod touch I submitted today my first App to the Apple Store. The binary didn’t reported any issues so as of 15 September 2010 it’s “Waiting For Review” I have mixed feelings about either it’s going to [...]
Posted by David Amador under Daily Things, Game Development
When loading an application on an iPhone or iPad, a launch image can be shown to provide feedback to the user that the application is loading. On the iPhone a Default.png was used, with the iPad we need to anticipate the device being started in any orientation. Filename Dimensions Default-Portrait.png * 768w x 1024h Default-PortraitUpsideDown.png [...]
Posted by David Amador under Game Development
This had me scratching my head for awhile. At first I thought that glGetRenderbufferParameterivOES would properly detect Retina screen at 960×640 but it keeps returning 480×320. A little explanation on Retina screen first. Older devices have 320×480 screen resolution. With new iPhone 4 and iPod Touch 4G the screen has 640×960 but on the same [...]
Posted by David Amador under Game Development
I decided to compile all iOS devices specs here so we can get a better glimpse on their hardware and what we can expect from them. This covers iPhones, iPod Touches and iPad. iPhone/IPhone 3G – 412 MHz / 128MB / 320×480 iPhone 3GS – 600 MHz / 256MB / 320×480 iPhone 4 -~800MHz / [...]
Posted by David Amador under Computers & Electronic
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