this question has gone back and forth a bit as I have learnt some things about g++ about unix systems (sorry if I messed anyone about).
Another one of my rather ambiguous question today, sorry. Currently I have written some half decent software that has a \'roll your own\' RESTful client, which pulls data from twitter. This data is t
Trying to get Cocos2D and openFrameworks to play nicely together on iOS. Both want to use GL / EAGLview, and of course they can\'t just both do glView = [[EAGLView alloc] init] because you can\'t have
I\'ve downloaded this example. It compiles fine and runs but gives this: http://charliewilliams.org/images/screengarbage.png
I want to implement some sort of bullet time for my box2d app, googling around I found a post were they suggest to change the timestep (something like from 1/30 to 1/60) but its quickly flagged as bad
I\'m making a game which uses very simple collision detection. I\'m not using box 2D because it\'s an overkill. Basically, it\'s a mix 开发者_如何学Cof Pong and fooseball. As the ball gains speed and
openFrameworks and cocos2d both have a wrapper for EAGLview.h, and of course you can\'t just use both. Just adding both libraries (libcocos2d.a and libofxiPhone_iphoneos_Release.a) to my project gives
Best as in reliable, maintainable and fast. Considering Processing, VVVV or OpenFrameworks? I know Processing doe开发者_Go百科sn\'t handle big video frames very well.
I have the following warnings while compiling an openFrameworks 007 project on Visual Studio 2010 SP1:
I need to control the amount to touch points in my application, for this I am using a vector container and my basic setup is this: