@EdDiGeronimo So.....you're saying I'm in for a good time
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Replying to @DaveVoyles
@DaveVoyles It took me longer to fix the Antipole Xbox GC issues than it did to rewrite the game in C++ for DS.1 reply 0 retweets 0 likes -
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Replying to @DaveVoyles
@DaveVoyles On the bright side, your game is far simpler :)2 replies 0 retweets 0 likes -
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Replying to @DaveVoyles
@DaveVoyles What it comes down to is how often are you using "new" ? If you call it a lot, you're in trouble.1 reply 0 retweets 0 likes -
Replying to @EdDiGeronimo
@EdDiGeronimo eh.... maybe 12 times in my GameplayScreen constructor... but I think I'm drawing 2 sets of particles as well; not smart.2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles To be more precise, calling it during gameplay is what matters. Calling it when you start gameplay doesn't really matter.1 reply 0 retweets 0 likes -
Replying to @EdDiGeronimo
@EdDiGeronimo Oh, in that case I'm not calling anything new during gameplay, that I'm aware of2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Is your particle engine using it, or any other 3rd party code you use?2 replies 0 retweets 0 likes
@EdDiGeronimo Mercury Particle Engine, which seems to have received great reviews (and looks beautiful!) http://mpe.codeplex.com/
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