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iPhone iPad Media Q&A » cocos2d » memory 

1. iPhone - Should I composite two images at runtime, or pre-render them at the cost of memory    stackoverflow.com

I am building a cocos2d iPhone game. There will be 6 'enemy spaceship sprites' that vary only by colour. I.e. all the sprites will have the same shape only some parts ...

2. How to split up levels? (cocos2d,box2d,iphone) to save CPU and memory?    stackoverflow.com

so I'm going to create large levels. But there's a problem: There's much unseen space (it's a jump'n run like mario bros.) and this will use memory + cpu. so how ...

3. How to release memory occupied by a scedule selector?    stackoverflow.com

A selector have been scheduled to the frame rate, [self schedule:@selector(tick:)]; and it keep executing all time (since application run). thus it keep increasing the memory, that leads to degradation in ...

4. How to deallocate a CCLayer    stackoverflow.com

I am making a box2d app for the iphone using cocos2d. I am trying to switch my CCLayer going from my HelloWorldLayer to my HomeScene and I get an error "Thread ...

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