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thebackfiregames | It's a game. Play it!

It's a game. Play it! (by Birkemose)

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thebackfiregames | It's a game. Play it! | thebackfiregames.wordpress.com Reviews
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It's a game. Play it! (by Birkemose)
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1 thebackfiregames
2 by birkemose
3 leave a comment
4 posted in uncategorized
5 1 forward iteration
6 2 backward iteration
7 3 appending objects
8 forward iteration
9 posted in cocos2d
10 initwithvertexshaderbytearray
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thebackfiregames,by birkemose,leave a comment,posted in uncategorized,1 forward iteration,2 backward iteration,3 appending objects,forward iteration,posted in cocos2d,initwithvertexshaderbytearray,fragmentshaderbytearray,attributes,varying,uniform,notes
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thebackfiregames | It's a game. Play it! | thebackfiregames.wordpress.com Reviews

https://thebackfiregames.wordpress.com

It's a game. Play it! (by Birkemose)

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thebackfiregames.wordpress.com thebackfiregames.wordpress.com
1

To thread, or not to thread. That is the question. | thebackfiregames

https://thebackfiregames.wordpress.com/2014/01/10/to-thread-or-not-to-thread-that-is-the-question

It's a game. Play it! January 10, 2014. To thread, or not to thread. That is the question. With the arrival of multicore CPU’s for mobile devices, the talk about threading the Cocos2D API has steadily risen, until it has reached a level where it seems to be consensus, that without multi threading, we will never reach the Shangri La of 2D rendering. Let me briefly state my background on this. When venturing into multithreading, the first question you have to ask, is:. They said, that with a proper impleme...

2

thebackfiregames | It's a game. Play it! | Page 2

https://thebackfiregames.wordpress.com/page/2

It's a game. Play it! February 11, 2012. No one would have believed in the first years of the twenty-first century, that this world was being simulated keenly and closely by intelligences greater than man’s and yet as mortal as his own – chipmunks. In this project, I am trying to simulate a flexible and deformable terrain, using the outstanding physics engine Chipmunk Pro. That thing is a mighty powerful piece of software. A demo project can be grabbed at Github. Posted in The BackfirE Games. How the for...

3

dessert | thebackfiregames

https://thebackfiregames.wordpress.com/2012/06/22/parallax-and-defomable-terrain/dessert

It's a game. Play it! June 22, 2012. This entry was posted on Friday, June 22nd, 2012 at 17:12. You can follow any responses to this entry through the RSS 2.0. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Email (Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. Blog at WordPress.com.

4

Advanced parallax and deformable terrain | thebackfiregames

https://thebackfiregames.wordpress.com/2012/07/02/advanced-parallax-and-deformable-terrain

It's a game. Play it! July 2, 2012. Advanced parallax and deformable terrain. The demo I am about to show, is a parallax technique I have been working on. I will not share any code at this point, but I can explain the techniques, and answer any questions. The video can be seen here. Http:/ www.youtube.com/watch? 7) Terrain crust texture. So I dynamically broke the single terrain quad into horizontal strips, based on how many parallax layers covers the strip. The top most strip will in most cases only...

5

Birkemose | thebackfiregames

https://thebackfiregames.wordpress.com/author/dengsen

It's a game. Play it! January 10, 2014. To thread, or not to thread. That is the question. With the arrival of multicore CPU’s for mobile devices, the talk about threading the Cocos2D API has steadily risen, until it has reached a level where it seems to be consensus, that without multi threading, we will never reach the Shangri La of 2D rendering. Let me briefly state my background on this. When venturing into multithreading, the first question you have to ask, is:. They said, that with a proper impleme...

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