Summary

In this chapter we've learnt about Marmalade's powerful resource management system. We know how to use it at a simple level to just load and release resources such as bitmapped images or our own custom classes; we also have a good idea of how the resource management system is put together, and how we can extend it with our own functionality.

We've also covered the options available for rendering on-screen images, and seen how to use one of these, IwGx, to render polygons on the screen.

In the next chapter we'll be learning how we can start using the various input options available on modern mobile devices, since the whole point of games is that they are interactive.

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