Monthly archives for January 2012

Multisample Anti-Aliasing (MSAA) on iOS

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26th January 2012

Currently a lot of the technology is complete for Project Iota – we’ve got the main physics system working, which manages bomb placement and how the buildings collapse with the rest of the scenery reacting accordingly.

In the coming weeks we will be throwing a few tweaks around to make sure the physics are both challenging and fun. I will talk more about how the physics have been put together in the future once more media of the game has been released.

Recently I took a break from game code and decided to try and get Multisample anti-aliasing (MSAA) working on iOS. It was a lot easier than I thought it would be. Due to the default renderer on iOS rendering to a Framebuffer Object (FBO) all that was required was to create another FBO and a multi-sample render buffer and just get the draw loop to render to the new FBO and resolve and display into the normal FBO.

Here are the results…

MSAA Comparison

Whether this effect makes it into the final game is unknown. We will need to do a profiling step to make sure we still have time to render the MSAA and process the rest of the models. At the moment it seems a little expensive especially with the amount of objects we have to render and process.

PermalinkPosted at 10:28 AM on 26th January 2012 under Development

Sneak peak at our next game – Project Iota

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18th January 2012

This is an early look at our next game, which we’ve been working on for the last few months.

It’s an as yet untitled physics-based destruction game and the concept is to place and detonate bombs to cause damage to certain objects.

We’re currently working on a whole host of game modes, and we’re planning on including full Game Center support.

We will be releasing more information over the coming weeks.

PermalinkPosted at 6:15 PM on 18th January 2012 under Development,Miscellany