On Dec 6, 2009, at 11:48 PM, Patrick J. Collins wrote: > I wrote a "breakout" style game for actionscript3: > http://collinatorstudios.com/dev/super_collins_breakout > > and it's been on my mind to make a version for the iPhone.. But before I do > that, I thought it would be good to just make a version for plain old OS X... > So before I do this, I wanted to ask the opinions of every one here-- Should > I > use OpenGL or quartz/core animation for my graphics drawing? I am thinking > that I want to use OpenGL-- even though the game is 2D, I still would like to > be able to do gradients and shading and glowing, etc.. Which I am assuming > isn't going to be as easy to accomplish with quartz/core animation.
I am putting the finishing touches on a 2D game. I started out with Quartz/CA graphics, and while the game was simple enough, I was simply unable to get anything near decent performance. I learned enough OpenGL [ES] in about 15 hours (all from top hits on googling "opengl 2d sample code" [I think]) to outperform the old code by probably an order of magnitude. Just for grins, I quadrupled the number of objects in my scene (to over several hundred), and I'm still getting 60fps with no problem (I'm actually limiting my frame rate to that, so I'm sure it would be much higher). My scenes are rather simple (no lighting, "glowing", or anything), but still...a *remarkable* difference. I decided to leave in a few CA animations because they were so simple, and I really want to ship RSN; this was my first foray into OpenGL, and I'm now a believer. randy_______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com