Category Archives: code

alBufferDataStatic: why you should avoid it

OK, So, I just got an email from Ken, a dude who surfed across this OpenAL stuff on my blog, had some troubles, and asked me for help. He is having trouble unloading buffers and then re-using them again without … Continue reading

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NSAutoreleasePool: it is teh awesomeness

One of the best kept secrets of ObjC/Cocoa it seems is the very very useful NSAutoreleasePool. First off: what is an autorelease pool? Well, whenever you tag an object for autorelease like so: [object autorelease] it does not get released, … Continue reading

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xTUIO updates

This last weekend I spent a ton of time with Unity3d and the uniTUIO project. One of these days I will figure out how to cross-post to all the various blogs and things I am currently contributing to, but for … Continue reading

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Unity tip for the day #2: simple notification server

If you are used to writing code in cocoa like I am, then you have probably become quite addicted to much of the handy API features of cocoa, things like the NSNotificationCenter. .NET and c# might have something like this, … Continue reading

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Unity tip for the day: Always name your new GameObject()s

So, just to be clear, although I have done two tips in so many days, does not mean that I will necessarily be putting a tip up every day. Just since I am hip-deep in Unity at the moment, I … Continue reading

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