ShapeBlaster for iOS
By Terence J. Grant - tjgrant [at] tatewake [dot] com
Read the tutorial at Tuts+: http://gamedevelopment.tutsplus.com/articles/make-a-neon-vector-shooter-for-ios-first-steps--gamedev-14316
The BSD 2-Clause License
Copyright (c) 2013, Terence J. Grant
All rights reserved.
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ShapeBlaster for iOS is a port of ShapeBlaster for XNA / C# by Michael Hoffman.
The primary language used in this port is C++, and the primary API is OpenGL ES 2.0. There's also a light mix of some custom classes (called the Utility library) I've written to act as an impromptu game framework.
- Debug mode runs slower than Release mode! To enable release mode:
- Choose Edit Scheme from the Product menu.
- Select Run ShapeBlaster from the left pane in the window that appears.
- In the right pane, make sure Info is the selected tab.
- In the right pane, select release in the Build Configuration setting.
- Hit the OK button
- Build and Run. You'll definitely notice speed improvements.
- Bloom Post-processing is possible, though I was not able to get it running at a decent framerate, so it's been omitted.
- Warping Grid uses 600 points rather than the original's 1600 as it's spring / physics and drawing calculations are very expensive.
- The iOS simulator runs slower than actual hardware; you'll see best performance on actual hardware.
- 72 DPI is the correct resolution for textures on iOS / Mac. Other DPIs can give unexpected performance. Since XNA uses 96 DPI, the images from the original project had to be resampled.