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Tag ‘opengl es’

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5 tips to reduce memory issues in iOS apps

Sergei Inyushkin on December 06, 2010

Our recent game development experience with Letter Blocks 3D has shown once again that shared RAM system is one of the biggest bottlenecks on iOS devices. This became even more relevant with iOS 4 and its multitasking support. Careless users tend to leave a lot of apps and browser tabs to stay in background and… →

ios / memory warnings / opengl es / optimization / Read More

Triangle stripping utility for iPhone OpenGL ES developers

Sergei Inyushkin on March 06, 2010

Triangle stripping is one of the most efficient ways to increase frame rate in complex scenes. There are good open source libraries around that can be used for stripping. One of them is NvTriStrip available on NVidia website. NvTriStrip is written in cross-platform C++ and can be easily built with Xcode. I have wrapped up… →

iPhone / opengl es / Xcode / Read More

JellyTouch vs Unity: Rendering Performance Test

Sergei Inyushkin on March 05, 2010

JellyTouch is an OpenGL ES game development framework created by Surgeworks. Unlike many popular RAD tools like Unity or Torque our framework is for hardcore developers, those programming geeks who like to retain total control over the code and not willing to trade game performance for RAD development comfort. JellyTouch is a set of Objective-C… →

iPhone / JellyTouch / opengl es / Unity / Read More

What works and what doesn’t to improve OpenGL ES rendering performance on iPhone

Sergei Inyushkin on March 05, 2010

Last weeks I have been working hard on optimizing our 3D engine JellyTouch. I have tried eventually all recommended methods to improve rendering performance and discovered that some of them work well, some provide small benefit and some don’t work at all. I think it is a good idea to share my results and probably… →

iPhone / opengl es / optimization / Read More


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