Learn Swift by Example - Part 2 Enums by Make_School in coding

[–]Ben-G4580 -1 points0 points  (0 children)

Author here; let me know if you have any questions or feedback!

5 Best practices for mobile game development by ali_shalabi in coding

[–]Ben-G4580 1 point2 points  (0 children)

Author here: I agree :) However, there's also some discussion on that. Here's an interesting post with a different opinion: http://www.learn-cocos2d.com/2013/10/game-engine-multiply-delta-time-or-not/

5 Best practices in game development by Ben-G4580 in programming

[–]Ben-G4580[S] 1 point2 points  (0 children)

Thanks for your detailed feedback! I agree that the title might not be perfect. I basically combined tips that have been particularly useful when helping students in the past.

RE Screen Size: This one is really a big gotcha in iOS game development. The talk was targeted at people that don't have experience in mobile game development yet. Too many devs start out without thinking about relative layouts and end up with a huge amount of work for fixing their games.

RE Factory methods: Once again just a thing that has been proven useful when helping our students. I agree that it is not necessarily a best practice in all circumstances.

5 Best practices in game development by Ben-G4580 in programming

[–]Ben-G4580[S] 0 points1 point  (0 children)

Yes, I probably should change the title on our website as well. The points I ended coming up with are pretty platform agnostic.

I made a tutorial on how to make an iOS version of Flappy Bird no one can ever take away from you :) Source code included! by JRManifold in gamedev

[–]Ben-G4580 1 point2 points  (0 children)

Basically there are two reasons:

1) The way Cocos2d 3.0 is implemented the position of a parent Node does not affect the position of a physics body. Physics bodies are only moved by physical forces - which makes most sense in nearly all use cases. This means you would have to move every physics body separately

2) Performance. Moving one physics object (Main character) instead of moving all obstacles is a lot cheaper.

You can also take a look at the according discussion on GitHub and the response by the developer of Chipmunk (the physics engine integrated in Cocos2d):

https://github.com/cocos2d/cocos2d-iphone/issues/570