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  1. Replies
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    Re: Need tips on my current problem.

    Check our S40 Racer and Battletank games examples from developer.nokia.com/games. These should demonstrate how to do animation with multiple sprites.
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    Re: Need tips on my current problem.

    Have you checked our Battleships game example? It's a simple multiplayer bluetooth game.
  3. Re: WEBINAR FEEDBACK: Creating 2D Graphics Accelerated Games for Nokia 500 with Qt

    Recording
    Webinar material
  4. Re: WEBINAR FEEDBACK: Optimizing 2D/3D Games for New Symbian Belle Devices

    Recording
    Webinar material
  5. WEBINAR FEEDBACK: Optimizing 2D/3D Games for New Symbian Belle Devices

    Thanks for participating this webinar. Let us know in this post if there are any further questions, comments or suggestions about the webinar. Download material will be available in couple of days.
  6. Re: WEBINAR FEEDBACK: Developing In-App Purchase Enabled Games with Qt

    Webinar material
    Recording
  7. WEBINAR FEEDBACK: Creating 2D Graphics Accelerated Games for Nokia 500 with Qt

    Thanks for participating this OpenVG webinar. Let us know in this post if there are any further questions, comments or suggestions about the webinar. Download material will be available in couple of...
  8. WEBINAR FEEDBACK: Developing In-App Purchase Enabled Games with Qt

    Thanks for participating this IAP webinar. Let us know in this post if there are any further questions, comments or suggestions about the webinar. Download material will be available in couple of...
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    Games webinars!

    Hello,

    Next month we are organizing few webinars that should be interesting if you are developing games or 2D/3D accelerated apps. If the webinar times do not suit you, just register and you will...
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    Re: Nokia 500 graphics acceleration

    SpriteBatchQt is now a public project. If you don't want to learn OpenVG but want to target Nokia 500 this project is for you. We will be publishing few example projects that use SpriteBatchQt in few...
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    Re: OpenGL performance on N950

    Good to hear that you are progressing with the performance.

    You should also take a look at the other tools from Imagination. You compress your textures with PVRTexTool and PVRTexLib tools....
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    Re: OpenGL performance on N950

    Just did some more benchmarking and here are the results.

    N9
    Const color shader: 10 layers, 232 Mpixels/s
    Color shader: 2 layers, 47 Mpixels/s
    Texture2D shader: 6 layers, 140 Mpixels/s...
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    Re: OpenGL performance on N950

    Yes, new Nokia Belle devices with the upgraded GPU gives a lot of per pixel performance as the display resolution is only NHD. As N9 includes WVGA resolution and if your game is doing heavy blending...
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    Re: Nokia 500 graphics acceleration

    Unfortunately display refresh rate is limited to 30 fps in Nokia 500. QtPainter will automatically use OpenVG rendering backend so it will benefit from the acceleration. However, you might be able to...
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    Sticky: Re: Nokia 600/700/701 GPU upgrade!

    Updated specs are now online and specs mention the GPU used etc.

    It's easy to create searches like "graphics memory equals 32 MB" and this will give you the following devices:
    702T, T7-00, Oro,...
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    Re: Develop games in C?

    If you want to have extremely portable game then plain C/C++ is a good option as magicdave already replied.

    EPONG was created portability in mind and all the game logic is pure C/C++:...
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    Re: OpenGL performance on N950

    As N9/N950 has large screen you might be fillrate limited.

    Can you limit your rendering to smaller area by doing glViewport(0,0,w/2,h/2) and see if you get 60 fps. If you do then you are filling...
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    New features for EPONG game!

    We are currently refactoring and adding new features to EPONG game. Following new features will be added:

    Meego support (N9)
    OpenGL ES 1.1 (many games still use GLES 1.1)
    OpenVG (Nokia 500...
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    Re: OpenGL performance on N950

    How do you measure the performance?

    It's not possible to measure single GL calls as GL driver might return immediately but the GL HW would start the task and therefore might block the next GL...
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    Sticky: Re: Nokia 600/700/701 GPU upgrade!

    Nokia 600/700/701 devices has passed Khronos conformance tests and these devices are now mentioned here:

    http://www.khronos.org/conformance/adopters/conformant-products/

    Just check the...
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    Sticky: Re: Nokia 600/700/701 GPU upgrade!

    We are trying to get more specs out but meanwhile you can use the EGL string to check which GPU was used in these new devices:
    ...
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    Sticky: Re: Nokia 600/700/701 GPU upgrade!

    You can already buy Nokia 701 in Finland:

    http://www.verkkokauppa.com/fi/product/18987/dcrnb/Nokia-701-multimediatietokone-harmaa
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    Sticky: Re: Nokia 600/700/701 GPU upgrade!

    Check this post:

    http://www.developer.nokia.com/Community/Discussion/showthread.php?228381-Nokia-500-graphics-acceleration
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    Re: OpenGL supersampling performance down

    FSAA has performance penalty on N8/E7 and similar devices. As you mentioned original N8 SW had that viewport issue but it's now fixed in Anna.

    If you are looking for more FSAA performance you...
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    Sticky: Re: Nokia 600/700/701 GPU upgrade!

    Sorry, graphics accelerator and related specs are not yet updated to developer.nokia.com for these new devices.
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