Author: walter

Today, I'm going to show you how to use snapshots to achieve the sorts of tricks you'd want to do in traditional CPU-based graphics. One of the old school tricks is to be able to touch pixels on the frame buffer directly, or modify the pixels of an image directly. In a GPU world, you cannot do that b/c passing memory between the CPU and GPU is extremely expensive. Snapshots to the rescue! ...

Today, I'm super happy to announce that John Romero has joined as an advisor! John has had an extremely prolific career across over a hundred games, including the iconic works Wolfenstein 3D, DOOM and Quake. He has seemingly boundless energy. He's not only working on new games, but he's also teaching classes in mobile game development and is a tireless advocate for indie game development....

One of our guiding principles in building Corona SDK was that the developer experience mattered. This means enabling you to do things as quickly and easily as possible. Simplicity is key - we want to take something complex and remove all the unnecessary elements, so you can focus on the work that matters. Recently, we decided to extend that point of view to the actual coding experience. Now the community has already produced some fantastic mobile tools and IDEs, so instead, we looked at the more basic problem of editing code....