The API comes AFTER you’ve finished your game.
The voice of reason, my pal Eric Hebert.

Good news! No lag at all and very minor skidding, so minor we prob could leave it at that
Derrick Duckworth on “Sushi Roll-a” optimization using Droid 1
Been busy optimizing our game which is planned to support hundreds of box2d bodies within a level on a smartphone. Learning memory management and profiling was not something this nub expected months ago.
Oh that flying red square? It’s an early stage culling box that will activate/deactivate box2d bodies.
Get rich or die.. with the oodles of hospitality I’ve received from strangers.
They see me rollin’…
Having fun at the expense of a friend losing his hat.
Created with Maya and Photoshop. The trick to setting up the view is to create an orthographic camera with its rotation set to x: -35 (or 35 for rear view), y: 45. I then used Maya’s Toon outline to create the black edge. And viola.
This one’s dedicated to whoever landed on my site via a “kismet fade” search.
This kismet is encapsulated as a sequence and ready to fade in or out a material instance constant. In this situation if we trigger FadeOut it will lower the opacity and FadeIn will add to it. A recursive loop is used to subtract or add to a float variable which points to the MIC’s opacity. The loop ends when the target opacity is reached.