Rendering all sprites to a texture or as separate quads? - actionscript

I'm wondering what the most effective way to render sprites using Stage3D is? Do I render them into one texture (kind of like rendering everything into a BitmapData buffer), or do I render them into separate textured quads (Using starling, for example)?
I will probably end up with quite a lot of sprites, since I plan on writing a tile map engine, that can probably have layered tile maps etc.
Best Regards,
Tomas

From what I understand you should use Starling. Starling has been recommended to me multiple times based on the need for performance. I personally don't need high performance and don't have the time to learn Starling before my project is due (Adobe Air for a mobile game). Good luck.
As far as specifics, you may want to run through a few tutorials and decide upon a direction.

i recommend you to go for Starling because of:
friendly api
advanced optimizations
transition from native flash to starling is easy
helpful community
if you are curious about Starling and tile maps then check:
explanation how Starling uses stage3D to render objects
Starling extension which works with exports from Tiled engine

Related

up-to-date simple OpenGL ES tutorial / template for iOS

At the moment i can draw a route on a map.
On the map i can zoom and i can pan. If the route is very big it goes really slow.
Therefor i want to do it with OpenGl.
From the map i can convert coordinateToPixel and get the current zoom.
I thought it would be the best to base the translation and zoom on that for the transformation matrix.
I never worked with OpenGL before. I have been reading stuff for the last few hours but most stuff i read is outdated or goes into things i don't care about for now like shaders.
Can someone provide me with resources for simple stuff like on the image?
I never worked with OpenGL before.
You are asking a lot, and I do mean a lot, of work from yourself if you want to switch from using native iOS drawing methods to using an advanced real-time rendering system that you don't even know yet.
I agree with Brad Larson that you are going to go much further and faster by leveraging the tools in iOS for your purpose. However, that does not mean you can't improve performance while using them.
I have found that when using Core Graphics for complicated drawing, you can dramatically reduce the time it takes to render a drawing by drawing it on a background thread. And Apple makes it much much easier to learn and use Grand Central Dispatch than the time it would take you to do all of this in OpenGL.
I learned how to use dispatch queues also for the single purpose of making drawing go faster. The simple technique is to render in the background, then take the results to the main thread for displaying them. Since you already have your drawing code figured out, you won't have to do much extra work to take this extra step, and I think you will be impressed with the performance.
I saw an improvement of at least 5 - 10 times in drawing speed when I implemented Core Graphics drawing with dispatch queues. They are really awesome.

How can I render bevel polygon on iPhone?

I checked out Tangram from App Store. How can I make this bevel effect on different shapes? What technology do I need create such a layout?
Do I need OpenGL ES or cocos2D maybe Quartz2D?
Actually I've documented the development process of tangram!, find it here: http://gotoandplay.freeblog.hu/categories/compactTangram/
At that time there was no option to render OpenGL polygons with anti-aliasing, so I made a demanding workaround to achieve the result (I wanted to add bump effect too, but later on I skipped). The point is in this post: http://gotoandplay.freeblog.hu/archives/2010/02/04/compactTangram_074_-_organizing_textures_performance_preservingincreasing_plan/
Funny.
Since than, you can easily render with anti-alias, and retina also a solution for that pain, so some polygon mesh, some shader for specular stuff, and there you go, or go with Cocos2D, as you mentioned, it has growing 3D support.

Graphics for a iOS 2D Game

I've already published a 2D game on the App Store, but I've noticed that when I add too many objects, the fps drop down, and it's a quite simple game, so I believe it shouldn't happen.
So I think that I'm not rendering the graphics properly.
What should I use, OpenGL ES, Quartz 2D, ...?
I've been reading Apple's documents about OpenGL ES for iOS, but they hardly ever mention 2D, so I'm not sure if it can be used for this.
I'm now using Quartz 2D, (I guess it's UIView, UIImages, UIImageViews), but in fact, I'm not using the drawRect method of the views, ever. I create the images or graphics within the init function of the view, and a save them into a variable if I need to modify their properties later.
Any suggestion, recommendation, pdf would be highly appreciated! :)
PS: Here's a link to the game, if you want to have a better idea about it: http://itunes.apple.com/es/app/kipos/id494638587?mt=8
I recommend you use Cocos2D. Its features will make game development a lot easier for you. If you think you're up for a challenge, try OpenGL ES. I'll warn you though: it has a very steep learning curve.

Unity for 2D games

Ignoring price for the moment, would using Unity for a 2D game be better than building one natively in iOS, i.e. faster and more powerful because of the underlying OpenGL usage, or is it either not supported well, complete overkill, not much better than just using UIImages and/or Quartz, or for some other reason worse?
Depends on the game. If you have under 100 or so sprites, you can just use UIViews without any big issue. Over that and you're starting to get in the realm where OpenGL will matter.
If I were doing a game with with lots of sprites or particles, I'd certainly look into Unity. Then again, I'd also look into Cocos2D. (I'm not directly familiar with either, my games are all UIView-based.)
Building any game using Unity instead of just UIKit/Quartz has the advantage that it will be easier to port it to other platforms if you want to.

Language/Program for simple 2D animation

I want to write something like this: http://www.youtube.com/watch?v=5S4KpCkHDqM I mean, I want to have 2D gaming space, but to have stylized as 3D, so my characters will move on the surface, but will have nice 3D effect. I wounder if Flash/ActionScript will do? Any other suggestions?
Flash and Actionscript can definitely accomplish this. There are at least 2 ways to accomplish the 3D look in 2D space.
The easiest is to do as #Blender said in the comments. Render some 3D images and bring them into flash. There are easy tools in flash to create animated sprites, including a native movieClip class, that has a timeline to play back frame-based animation.
But there is also full 3D in flash. You can bring low-polygon 3D models into flash easily using free and open source libraries such as Away3d (away3d.org) and papervision (papervision3d.org). Presently, flash player 10 has runs slowly when using these libraries.
But Adobe is about to release a new version of the player (version 11) that supports open GL for 3D and has significant performance improvements.
Away3D and papervision have already developed version of their libraries to support the new beta player and openGL.
So to summarize, yes - flash can make a game like that. It is currently the best way to develop games that are intended to be played in a browser. Because at least for the time being it has the most widespread support, and is stable between platforms and browsers.
Your example is pretty much entirely 2D: it just uses effects like shadows, animation and parallax scrolling between layers to achieve a (mildly) 3D effect.
As Plastic Sturgeon and Blender have pointed out, Blender might help for creating your assets - but it has a pretty steep learning curve, and you might be more comfortable 'faking it' in Adobe Illustrator or Photoshop if you've used those before.
Once you've created your assets, you need a platform to put together your gameplay: Flash is one possibility, but you could also look at Unity3D, which has good support for 2D and 3D, and has a browser plug-in if you want to make your game web-based.
If you're looking for a java-based solution, you could try Processing, which is cross-platform, and can export to javascript for web deployment. It's not exactly designed as a gaming environment, but it might do the trick - and it's free.
Hope this helps.

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