Monthly Archives: September 2010
Simulating tombstone (suspended state) on Windows Phone 7 emulator
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
Simulating tombstone (suspended state) on Windows Phone 7 emulator
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
Another milestone reached, first App sent to Apple Store
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
Another milestone reached, first App sent to Apple Store
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
iPad launch images support for all orientations
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
iPad launch images support for all orientations
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
Setting OpenGL view for iPhone 4 retina hi resolution
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
Setting OpenGL view for iPhone 4 retina hi resolution
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
Targetting iOS devices hardware
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
Targetting iOS devices hardware
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
