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Old 09-27-2009, 06:37 AM   #1 (permalink)
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Default Required a suggesstion....

I need a suggestion from you guys...

My app have few arcs(they would be static) and few balls(these would be moving).
Now i have following options:
1. Create both of them as images and use it in my app.
2. Draw them.

I also need to detect collisions between them.

What would you recommend? Using Quartz OR OpenGL?
My primary concern would be to move the balls smoothly on the screen.

Thanks.
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Old 09-27-2009, 10:07 AM   #2 (permalink)
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For speed like this and collision-dectetion custom drawing would be much easier. I would go with Quartz because it is simpler but that part depends on your comfort zone. If the arcs are static, you only need to draw them once, so it shouldn't slow down your game loop.
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Old 09-27-2009, 02:31 PM   #3 (permalink)
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Quote:
Originally Posted by kierster View Post
For speed like this and collision-dectetion custom drawing would be much easier. I would go with Quartz because it is simpler but that part depends on your comfort zone. If the arcs are static, you only need to draw them once, so it shouldn't slow down your game loop.
Custom drawings? If i am drawing a circle wont it slow down the moving as i will need to redraw each time it is moved? Also i wont be able to draw a 3d looking ball....(Atleast i havent came accross it... ) How smooth is moving images for balls(about 3-4) continiously?
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Old 09-27-2009, 03:21 PM   #4 (permalink)
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Quote:
Originally Posted by Akshay Shah View Post
Custom drawings? If i am drawing a circle wont it slow down the moving as i will need to redraw each time it is moved? Also i wont be able to draw a 3d looking ball....(Atleast i havent came accross it... ) How smooth is moving images for balls(about 3-4) continiously?
I'm currently programming a game which so far uses custom drawing and the way UIView is moved across the screen it does not redraw when its location changes! My so-far-unreleased game has 20+ moving UIViews that occasionaly are semi-transparent and it smoothly runs at 60fps. If you used a UIImageView to show a 3D picture of a ball, I'm guessing that would work the same. If you redrew your images alot tho, I'd suggest a custom method. (it also saves on memory!)
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