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<channel>
	<title>Anima Entertainment GmbH</title>
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	<link>http://www.anima-entertainment.de</link>
	<description></description>
	<lastBuildDate>Tue, 21 Feb 2012 08:43:40 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>WE&#8217;RE HIRING</title>
		<link>http://www.anima-entertainment.de/were-hiring</link>
		<comments>http://www.anima-entertainment.de/were-hiring#comments</comments>
		<pubDate>Wed, 23 Nov 2011 11:24:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=873</guid>
		<description><![CDATA[Are you ready for your dream job? Then look no further and join us! We are looking to expand considerably in the near future and therefore we are now offering career opportunities. Our focus is on recruiting people who can &#8230; <a href="http://www.anima-entertainment.de/were-hiring">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Are you ready for your dream job? Then look no further and join us!<span id="more-873"></span></p>
<p>We are looking to expand considerably in the near future and therefore we are now offering career opportunities. Our focus is on recruiting people who can demonstrate their understanding and their passion in creating games. This job will be a challenge and inspire you, whatever your level of experience in this industry is – so do not hesitate and send us your application.</p>
<p>Please e-mail us your professional and/or educational background and give us a reason, why you are the perfect fit for our team to create stunning high-quality games. Creativity and the ability to work in close collaboration are our key values.</p>
<p>We take you seriously and we will always consider your application no matter if your area of expertise is listed below:</p>
<p>&nbsp;</p>
<p><strong>Programmer: Generalist</strong></p>
<p>There are so many different challenges in different areas when programming a game. So there will certainly be a perfect place for you if you are already familiar with:</p>
<ul>
<li>Object Orientated Programming: C++, C# or Objective-C</li>
<li>Mobile Devices: iOS or Android</li>
</ul>
<p>You also should have experience with</p>
<ul>
<li>OpenGL, DirectX</li>
<li>a modern 3D graphics engine</li>
</ul>
<p>We make heavy use of middle-ware such as Unity3D and UE3 in our projects. If you are familiar with this kind of work, that is definitely a plus.</p>
<p>&nbsp;</p>
<p><strong>Designer &amp; Artist</strong></p>
<p>When creating a game we focus strongly on maximum visual quality. Help us push mobile games to the next level. We are looking for generalists but also for specialists in the following areas of expertise:</p>
<ul>
<li>Interface Design – Highly interactive and dynamic</li>
<li>Digital Paintings  &#8211; for concepts as well as final work</li>
</ul>
<p>If you also have 3D and/or animation skills, this is absolutely a plus.</p>
<p>&nbsp;</p>
<p>If you think you could be a great addition to the ANIMA team, please send your application to <strong>jobs@anima-entertainment.de</strong>. We are looking forward to receiving your application!</p>
]]></content:encoded>
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		<item>
		<title>How to create a download link to an iOS App AdHoc</title>
		<link>http://www.anima-entertainment.de/how-to-create-a-download-link-to-an-ios-app-adhoc</link>
		<comments>http://www.anima-entertainment.de/how-to-create-a-download-link-to-an-ios-app-adhoc#comments</comments>
		<pubDate>Mon, 10 Oct 2011 10:30:01 +0000</pubDate>
		<dc:creator>Hans Taneli</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[adhoc]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[link]]></category>
		<category><![CDATA[plist]]></category>
		<category><![CDATA[XCode]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=742</guid>
		<description><![CDATA[This article is about creating adhoc files you are able to distribute to your devices without pluging the device to xcode directly. It is not about distributing iOS Apps without iTunes &#8211; this is not possible. An AdHoc File is &#8230; <a href="http://www.anima-entertainment.de/how-to-create-a-download-link-to-an-ios-app-adhoc">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p></a>This article is about creating adhoc files you are able to distribute to your devices without pluging the device to xcode directly.<span id="more-751"></span> It is not about distributing iOS Apps without iTunes &#8211; this is not possible. An AdHoc File is limited to 100 devices you have to choose first in your provisioning-portal. Once you have a valid provisioning file you can use this article to make it easier to get it on to these 100 devices. You need at least iOS 4.1 to use links to adhocs.</p>
<p>I have prepared three files for you in this package: <a href="http://www.anima-entertainment.de/download/blog/adhocgen/Download.zip">Download.zip</a><br />
This package contains three files:</p>
<ul>
<li>Entitlements.plist</li>
<li>index.html</li>
<li>ProgramName.plist</li>
</ul>
<p>These files will be used later. The first step would be to create a proper project, which is able to hold configurations for your adhoc compilation. If your project does not have an &#8220;adhoc&#8221; configuration yet (default is &#8220;debug&#8221; and &#8220;release&#8221;), you should create an adhoc configuration first. You must have selected the project file and activate the info pannel before you can create a new configuration.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step1.png" /><br />
Now you can select Editor->Add Configuration->Duplicate(Release) to create a new configration with the same settings as release.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step2.png" /><br />
Enter a proper name like &#8220;AdHoc&#8221; for this new configuration<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step2a.png" /></p>
<p>Its always recommendend to edit just the project settings if you dont want to have special settings for you targets. So try to enter all new configuration settings just in the project build settings. The first change ist that you need to include the Entitlement.plist file which just holds one key &#8220;GetTaskAllow=NO&#8221;. Nowerdays apple dont need this anymore &#8211; but to avoid errors I still would recommend to use it. Enter the Entitlements.plist in the adhoc line at code signing area. To get there open up the codesigning entitlements first:<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step3.png" /><br />
Now you can add the entitlement file for the adhoc configration only<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step4.png" /><br />
Now setup the code signing provision for this configuration<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step5.png" /></p>
<p>Since XCode4 there are schemes which you can select to change between diffrent compiler settings. So its recommendend to create a scheme for adhoc creation. Like the configuration settings you can start by duplicating a scheme.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step6.png" /><br />
To setup the scheme properly for adhoc compilation you should set at least the &#8220;archive&#8221; build to use &#8220;adhoc&#8221; settings. To avoid errors I would recommend to use just &#8220;ahdoc&#8221; settings for all these builds.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step7.png" /><br />
The final result should look something like that:<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step8.png" /></p>
<p>Before you can build your adhoc we have to copy the Entitlements.plist into the projects root path. To get it properly to the root path you have to copy it manually there and then add it to the project without copying it again:<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step9.png" /><br />
and then add it to the project (dont copy again)<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step10.png" /></p>
<p>If not yet done you should enter a vaild bundle identifier for your adhoc provision file.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step11.png" /></p>
<p>Now you can build the archive. First make sure the adhoc scheme is active with a real device (not simulator). Then select Product->Archive in Xcode and the archive process starts. Normaly archive should clean up the project first, but if you want to get sure you could clean up the project first.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step12.png" /></p>
<p>The organizer should open after the archive process was completed ( if not &#8211; open it manually ).<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step13.png" /></p>
<p>Select share : <img src="http://www.anima-entertainment.de/download/blog/adhocgen/step14.png" /> and select &#8220;IPA file&#8221;. Now you have to sign it again with the same provisioning profile:<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step15.png" /><br />
The ipa creating process sometimes could take a while if your project ressources are containing a lot of files. Just wait some minutes &#8211; but it shouldn&#8217;t take more time than half an hour. If done a window pops up forcing you to enter a filename.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step16.png" /></p>
<p>Now the IPA file should be properly created &#8211; and here comes the magic. Rename the ProgramName.plist file from Download.zip so the name matches the one you entered for the ipa file:<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step17.png" /><br />
change it to:<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step18.png" /></p>
<p>Now open up the index.html and TestApp1_Adhoc_R001.plist ( or what ever the name of your file looks like ) file in a proper text editor (I use Fraise which is a lightweight text editor with syntax highlighting):<br />
Inside the <b>PLIST</b> file you have to rename &#8220;ProgramName&#8221; to the same name you entered for the ipa file. Its now about where you want to upload the IPA files. How ever the path should point to it.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step19.png" /><br />
And make sure to enter the correct bundle identifier<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step20.png" /><br />
finally for the plist file &#8211; make sure to enter the correct app name.<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step21.png" /></p>
<p>Inside the <b>INDEX.HTML</b> you have to rename &#8220;ProgramName&#8221; to the same name you entered for the ipa file. Like in the PLIST file the URL in the link should point to the proper location &#8211; but this time it points to the plist file. Allthough the PLIST and IPA file can be placed on two diffrent locations it should be placed at the same location to avoid errors.</p>
<p><img src="http://www.anima-entertainment.de/download/blog/adhocgen/step22.png" /><br />
change it to:<br />
<img src="http://www.anima-entertainment.de/download/blog/adhocgen/step23.png" /><br />
You should enter some useful informations like a changelog for this adhoc and a date, so the user has more control in which adhoc he should download &#8211; and also if its a tester &#8211; which version number to enter for bug-tracking.</p>
<p>I hope this little arcticle was helpful. I am open for suggestions and feedback. Have a nice day!</p>
]]></content:encoded>
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		<item>
		<title>Disconnect SVN repository / remove all SVN files</title>
		<link>http://www.anima-entertainment.de/disconnect-svn-repository-remove-all-svn-files</link>
		<comments>http://www.anima-entertainment.de/disconnect-svn-repository-remove-all-svn-files#comments</comments>
		<pubDate>Fri, 02 Sep 2011 14:34:47 +0000</pubDate>
		<dc:creator>Hans Taneli</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[disconnect]]></category>
		<category><![CDATA[find]]></category>
		<category><![CDATA[remove]]></category>
		<category><![CDATA[repository]]></category>
		<category><![CDATA[SVN]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=736</guid>
		<description><![CDATA[If you want to &#8220;disconnect&#8221; your SVN repository from your current project you could use the export function of svn: 12cd /path/to/your/project svn export But this will just export the repository. All not uncommitted changes will be lost. The other &#8230; <a href="http://www.anima-entertainment.de/disconnect-svn-repository-remove-all-svn-files">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>If you want to &#8220;disconnect&#8221; your SVN repository from your current project you could use the export function of svn: <span id="more-750"></span></p>
<div class="codecolorer-container text twitlight" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:690px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br />2<br /></div></td><td><div class="text codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap">cd /path/to/your/project<br />
svn export</div></td></tr></tbody></table></div>
<p>But this will just export the repository. All not uncommitted changes will be lost. The other (in my opinion better) way is just to delete all SVN folders. If you are using a linux or mac system and you want to do so, you could just open up a terminal and type in:</p>
<blockquote><p>Allways make a backup <strong>before</strong> you use this script</p></blockquote>
<div class="codecolorer-container text twitlight" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:690px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br />2<br /></div></td><td><div class="text codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap">cd /path/to/your/project<br />
find . -name .svn | while read; do rm -Rf &quot;$REPLY&quot;; done</div></td></tr></tbody></table></div>
<p>if you are unshure what this script does and if it will remove any sensitive data you could echo it before :</p>
<div class="codecolorer-container text twitlight" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:690px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br />2<br /></div></td><td><div class="text codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap">cd /path/to/your/project<br />
find . -name .svn | while read; do echo rm -Rf &quot;$REPLY&quot;; done</div></td></tr></tbody></table></div>
]]></content:encoded>
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		<title>Earth Defender temporarily not available</title>
		<link>http://www.anima-entertainment.de/earth-defender-temporarily-not-available</link>
		<comments>http://www.anima-entertainment.de/earth-defender-temporarily-not-available#comments</comments>
		<pubDate>Wed, 31 Aug 2011 16:29:19 +0000</pubDate>
		<dc:creator>Toby</dc:creator>
				<category><![CDATA[Anima News]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=724</guid>
		<description><![CDATA[The iPhone hit game EARTH DEFENDER is currently not available at the App Store. Of course everybody who bought the game can still play it on the device. We are very sorry for the inconvinience. The good news is: EARTH &#8230; <a href="http://www.anima-entertainment.de/earth-defender-temporarily-not-available">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>The iPhone hit game <strong>EARTH DEFENDER</strong> is currently not available at the App Store. <span id="more-749"></span>Of course everybody who bought the game can still play it on the device. We are very sorry for the inconvinience.</p>
<p>The good news is: <strong>EARTH DEFENDER</strong> will be back soon with new high resolution graphics using the full size of the Retina and iPad screens and new levels. So stay tuned&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Mac: Get rid of mouse accelerator</title>
		<link>http://www.anima-entertainment.de/mac-get-rid-of-mouse-accelerometer</link>
		<comments>http://www.anima-entertainment.de/mac-get-rid-of-mouse-accelerometer#comments</comments>
		<pubDate>Fri, 26 Aug 2011 07:54:12 +0000</pubDate>
		<dc:creator>Hans Taneli</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[accelerator]]></category>
		<category><![CDATA[console]]></category>
		<category><![CDATA[mac]]></category>
		<category><![CDATA[mouse]]></category>
		<category><![CDATA[speed]]></category>
		<category><![CDATA[XCode]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=716</guid>
		<description><![CDATA[If you ever took more time to search your mouse pointer instead of using it, you probably want to disable the mouse accelerator. But before disabling it I want you to tell you the idea behind this. Steve may thought &#8230; <a href="http://www.anima-entertainment.de/mac-get-rid-of-mouse-accelerometer">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>If you ever took more time to search your mouse pointer instead of using it, you probably want to disable the mouse accelerator.<br />
<span id="more-748"></span><br />
But before disabling it I want you to tell you the idea behind this. Steve may thought about you want to use your mac also in a plane where the desk space is very very small. So your dont have the space to move over the whole retina display in one drag over the mouse pad. And yes, it is anoying if you always have to pull the mouse move it back and then dragging again and again. So the idea was: if you move the mouse very quick the user may want to move the pointer to the other side of the screen ( or even to the next monitor if you have another installed). So if you drag your mouse 1cm very quick it will jump like 1000 pixels. But if you drag your mouse 1cm very slow it will just move 10 pixels. </p>
<p>The result is you can move your mousepointer over the whole screen even if you just have a 1cm x 1cm mousepad. But on the other hand, people like me who sometimes playing shooters and who wants to click on a button very quick, will loose the pointer out of view &#8211; and then seeking some seconds on which display the pointer actually landed.</p>
<p>So if you want to disable this feature you can open a terminal (console) and just type in:</p>
<blockquote><p>
Thanks to David Leinhäuser:</p>
<pre lang="console">
defaults write .GlobalPreferences com.apple.mouse.scaling -1
</pre>
</blockquote>
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		<title>Out now: New game for Ravensburger!</title>
		<link>http://www.anima-entertainment.de/out-now-new-game-for-ravensburger</link>
		<comments>http://www.anima-entertainment.de/out-now-new-game-for-ravensburger#comments</comments>
		<pubDate>Fri, 11 Feb 2011 17:51:37 +0000</pubDate>
		<dc:creator>Toby</dc:creator>
				<category><![CDATA[Anima News]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=691</guid>
		<description><![CDATA[ANIMA Entertainment&#8217;s brand new game for the leading German games company Ravensburger has been just released: the hilarious “THINK! Quiz” for your iPhone™ &#38; iPod touch™. Test your wits with 600 of the most tricky and funniest questions ever and &#8230; <a href="http://www.anima-entertainment.de/out-now-new-game-for-ravensburger">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><strong>ANIMA Entertainment&#8217;s</strong> brand new game for the leading German games company <strong><a href="http://www.ravensburger.de/" target="_blank">Ravensburger</a></strong> has been just released<a title="App Store" href="http://itunes.apple.com/de/app/think-quiz/id416526448?mt=8" target="_blank"></a>: <span id="more-691"></span>the hilarious <strong>“THINK! Quiz”</strong> for your<strong> iPhone<strong>™</strong></strong> &amp; <strong>iPod touch™.</strong> Test your wits with 600 of the most tricky and funniest questions ever and download the game at the <strong><a title="App Store" href="http://itunes.apple.com/de/app/think-quiz/id416526448?mt=8" target="_blank">App Store</a></strong>!</p>
<p style="text-align: center;"><a rel="attachment wp-att-693" href="http://www.anima-entertainment.de/out-now-new-game-for-ravensburger/mzl-gfbsdxky-320x480-75"><img class="size-full wp-image-693 aligncenter" title="THINK! Quiz" src="http://www.anima-entertainment.de/wp-content/uploads/2011/02/mzl.gfbsdxky.320x480-75.jpg" alt="THINK! Quiz Main Menu" width="480" height="320" /></a></p>
<p style="text-align: center;">Therefore we worked together with <a href="http://www.coda-entertainment.de/" target="_blank"><strong>CODA Entertainment</strong></a> – the writers of the German <strong>“You don’t know Jack”</strong> games –for <a href="http://www.ravensburger.de/" target="_blank"><strong>Ravensburger Interactive</strong></a> to push your knowledge to the limit. While the ingenious minds of <a href="http://www.coda-entertainment.de/"><strong>CODA </strong></a>took care of the concept and writing, <strong>ANIMA Entertainment</strong> created the visual design and programmed the game.</p>
<p style="text-align: center;">
<p style="text-align: center;"><a rel="attachment wp-att-695" href="http://www.anima-entertainment.de/out-now-new-game-for-ravensburger/mzl-hxulfyww-320x480-75-2"><img class="aligncenter size-full wp-image-695" title="THINK! Quiz 2" src="http://www.anima-entertainment.de/wp-content/uploads/2011/02/mzl.hxulfyww.320x480-751.jpg" alt="Multiple Choice" width="480" height="320" /></a></p>
<p style="text-align: left;">
<p style="text-align: left;"><strong>Ravensburger Spieleverlag GmbH</strong> is a German game company. It is a leader in the European puzzle market.</p>
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		<item>
		<title>Computer BILD features Earth Defender</title>
		<link>http://www.anima-entertainment.de/computer-bild-features-earth-defender</link>
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		<pubDate>Wed, 19 Jan 2011 15:55:47 +0000</pubDate>
		<dc:creator>Toby</dc:creator>
				<category><![CDATA[Anima News]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Press]]></category>

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		<description><![CDATA[Germany’s biggest pc magazine has just featured our free Earth Defender. This issue offers an exclusive code to unlock the brand new hard mode. Computer BILD is the widest-circulating magazine with 700.000 issues twice a month in all German speaking &#8230; <a href="http://www.anima-entertainment.de/computer-bild-features-earth-defender">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Germany’s biggest pc magazine has just featured our free Earth Defender. This issue offers an exclusive code to unlock the brand new hard mode. <span id="more-674"></span> Computer BILD is the widest-circulating magazine with 700.000 issues twice a month in all German speaking countries.</p>
<p style="text-align: center;"><a rel="attachment wp-att-676" href="http://www.anima-entertainment.de/computer-bild-features-earth-defender/bildzeitung3"><img class="size-medium wp-image-676   aligncenter" title="Computer BILD Feature" src="http://www.anima-entertainment.de/wp-content/uploads/2011/01/Bildzeitung3-157x300.jpg" alt="Computer BILD Features Earth Defender Free" width="157" height="300" /></a></p>
<p>Check out the game here: <a href="http://itunes.apple.com/app/earth-defender/id381290013?mt=8" target="_blank">http://itunes.apple.com/app/earth-defender/id381290013?mt=8</a></p>
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		<title>More Earth Defender for free!</title>
		<link>http://www.anima-entertainment.de/more-earth-defender-for-free</link>
		<comments>http://www.anima-entertainment.de/more-earth-defender-for-free#comments</comments>
		<pubDate>Thu, 13 Jan 2011 11:48:13 +0000</pubDate>
		<dc:creator>Toby</dc:creator>
				<category><![CDATA[Anima News]]></category>
		<category><![CDATA[General News]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=667</guid>
		<description><![CDATA[Get ready for a brand new and exclusive action packed level with the free version of Earth Defender – bursting of enemies and giant explosions. Especially for all who haven’t played this epic sci-fi action game yet: this is your &#8230; <a href="http://www.anima-entertainment.de/more-earth-defender-for-free">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Get ready for a brand new and exclusive action packed level with the free version of <strong>Earth Defender</strong> <span id="more-667"></span>– bursting of enemies and giant explosions. Especially for all who haven’t played this epic sci-fi action game yet: this is your chance. And for all the fans? Enjoy one more level with this version!</p>
<p><a href="http://www.pocketgamer.co.uk/r/iPhone/Earth+Defender/review.asp?c=22436&amp;srch=Earth+Defender" target="_blank">Pocketgamer</a> says it all: <strong><em>“Slick, intense and completely at home on the iPhone, Earth Defender is one of the finest shooters of the year!”</em></strong></p>
<p>Get it for <em><strong>free </strong></em>on iTunes: <a href="http://itunes.apple.com/app/earth-defender-free/id411631942?mt=8#" target="_blank">http://itunes.apple.com/app/earth-defender-free/id411631942?mt=8#</a></p>
<p>Also check the <em><strong><a href="http://itunes.apple.com/app/earth-defender/id381290013?mt=8" target="_blank">full Earth Defender</a></strong></em> with seven unique level bosses and six more levels, masses of different enemies, an epic end boss, more special weapons online high score and achievements.</p>
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		<title>Fairy-Tales about the iPhone GPU</title>
		<link>http://www.anima-entertainment.de/fairy-tales-about-the-iphone-gpu</link>
		<comments>http://www.anima-entertainment.de/fairy-tales-about-the-iphone-gpu#comments</comments>
		<pubDate>Wed, 22 Dec 2010 17:16:19 +0000</pubDate>
		<dc:creator>Hans Taneli</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[issue]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[PowerVR]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[scanline]]></category>
		<category><![CDATA[tilebased]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=636</guid>
		<description><![CDATA[When I tried to find some informations to increase render performance on iphone devices I got lost in too many not really helping threads about avoiding alpha pixels. There were stories about a bad iPhone GPU which should have issues &#8230; <a href="http://www.anima-entertainment.de/fairy-tales-about-the-iphone-gpu">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>When I tried to find some informations to increase render performance on iphone devices I got lost in too many not really helping threads about avoiding alpha pixels. There were stories about a bad iPhone GPU which should have issues on alpha blending. <span id="more-636"></span>Another interesting story was about the technology of tilebased rendering which should be unoptimized for calculating alpha pixels. These stories belong to the realm of fairy-tales. In this post I want to explain why you should avoid transparent pixels and how you should use them if you have to.</p>
<p>Before start talking about alpha pixel issues we should take a look on PowerVR technology and find out why this GPU is often plugged in mobile devices (The iPhone4 GPU : <a href="http://en.wikipedia.org/wiki/PowerVR">PowerVR SGX535</a>). PowerVR GPUs are very fast while there powerusage is very low. How freaky is that and why dont all GPUs work like PowerVRs ? Its all about reducing the overdraw. Right &#8211; what the hell is overdraw?</p>
<h2>Overdraw</h2>
<p>The common way a GPU renders one pixel would be to go step by step through all polygons and find the color of that pixel. Since the GPU yet dont really know which polygon is in front (and defining the color of the pixel) it has to calculate the pixel for each polygon to check the z-value (and maybe store it in a so called z-buffer)</p>
<div style="float:left; width:150px;border:1px solid #eeeeee;background-color:#f8f8f8;margin:15px;margin-top:0px;margin-left:0px;padding:5px;">
<center><br />
<img src="http://www.anima-entertainment.de/img/blog/overdraw128.png" alt="overdraw" /></p>
<p>possible overdraw when rendering three planes</p>
<p></center>
</div>
<p>This is called overdraw which simply means one pixels gets rendered more than one time. A z-buffer doesn&#8217;t really optimize overdraw since the pixel has to be calculated first to see if the z-Value is less or greater than the one in the z-buffer. PC or console GPUs are getting rid of that lack by increasing the frequency. But increasing the frequency will also use a lot of power and furthermore the GPU will get hot. No problem for consoles and PCs, since you could just increase the power supply and add some fancy ventilators. On mobile devices you are lost that way.<br />
PowerVR GPUs use another technology to reduce the overdraw which indeed needs some crazy setup before rendering, but the advantages prevail.</p>
<h2>PowerVR tile based rendering</h2>
<p>Well first, if you found it freaky that the PowerVR is fast and runs on low power, what about that: The GPU renders in tiles instead of scanlines (pixel by pixel from the upper left to the lower right). Each tile is very small (about some pixels in width and height). But before these tiles get rendered the GPU stores all polygons from the complete scene in a buffer. Then it will check out which polygon touches which tile. After that it will sort each polygon for each tile, so the tile knows which polygon is in front and which is in back. Now the time has come to render the tile. This technology was once implemented to make z-sorting without a zbuffer &#8211; so the zbuffer will not be used to render the polygons. And even more we reduced the overdraw. Each pixel will get rendered only once. This reduces the bandwidth so much, that even on lower power the GPU will be able to render fast enougth.</p>
<h2>The alpha pixel</h2>
<p>Now we return to the beginning &#8211; what was it about? Ah, yeah.. I remember, it was about alpha issues on iPhones. The problem is that if we use alpha pixels the GPU will lose the benefit of the tilebased rendering. If you render alpha pixels all visible polygons have to be rendered. So the GPU cannot reduce overdraw on alpha pixels, since that is what you want &#8211; with alpha pixels you want overdraw. Once the GPU has lost the biggest advantage you will feel the limited bandwidth due to the low power consumption.</p>
<h2>Resumé</h2>
<p>In other words the GPU is not bad in alpha blending or calculatong alpha pixels or something. I would say the GPU is not better or worse in these points than other ones. But since the GPU runs on very low power and frequency the bandwidth is very small. In most situations you will not feel that because the GPU has an intelligent method to reduce the needed bandwidth by avoiding overdraw (this actually reduces the fillrate). Unfortunately if you use alpha pixels this benefit disapears and the fillrate is the chokepoint you have. So if your openGL rendering uses a lot of bandwidth it will end in low frame rates. You can reduce the bandwidth by avoiding alpha pixels. Keep always in mind that not the calculation it self is the problem but the amount of pixels beeing processed.</p>
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		<title>Supporting Retina Display</title>
		<link>http://www.anima-entertainment.de/supporting-retina-display-part-1</link>
		<comments>http://www.anima-entertainment.de/supporting-retina-display-part-1#comments</comments>
		<pubDate>Wed, 24 Nov 2010 09:57:20 +0000</pubDate>
		<dc:creator>Hans Taneli</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[@2x]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Developer]]></category>
		<category><![CDATA[Display]]></category>
		<category><![CDATA[Icon]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[objc]]></category>
		<category><![CDATA[Objective-C]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Retina]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Splash]]></category>
		<category><![CDATA[XCode]]></category>

		<guid isPermaLink="false">http://www.anima-entertainment.de/?p=381</guid>
		<description><![CDATA[You thought iPhone programming is easy because you dont have to consider different hardware types and all that horrible stuff Android programmers talking about. Guess what, that dream is over! New iDevices like iPad and iPhone4 are comming with new &#8230; <a href="http://www.anima-entertainment.de/supporting-retina-display-part-1">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>You thought iPhone programming is easy because you dont have to consider different hardware types and all that horrible stuff Android programmers talking about. <span id="more-381"></span>Guess what, that dream is over! New iDevices like iPad and iPhone4 are comming with new hardware and diffrent display resolutions &#8211; the retina hell gates are open.<br />
The first thing you see from an app is the icon. I dont have to tell you since you already know that icon and title makes up why a user will buy the app or not. There is a way to setup your app binary to support all these display types to give the user the best expirience with your app he can get. Here is how it works.</p>
<p>Following icon resolutions are required to support all yet known icon sizes ( november 2010 ). I think, when the new iPad is comming in april 2011 we will experience new resolutions, too.</p>
<table>
<tbody>
<tr>
<th>Size</th>
<th>File Name</th>
<th>Description</th>
</tr>
<tr>
<td scope="row">512&#215;512</td>
<td>iTunesArtwork</td>
<td>AdHoc iTunes Image</td>
</tr>
<tr>
<td scope="row">57&#215;57</td>
<td>Icon.png</td>
<td>Appstore and Home screen on iPhone/iPod touch</td>
</tr>
<tr>
<td scope="row">114&#215;114</td>
<td>Icon@2x.png</td>
<td>Home screen for iPhone4</td>
</tr>
<tr>
<td scope="row">72&#215;72</td>
<td>Icon-72.png</td>
<td>Home screen for iPad</td>
</tr>
<tr>
<td scope="row">29&#215;29</td>
<td>Icon-Small.png</td>
<td>Spotlight and Settings</td>
</tr>
<tr>
<td scope="row">50&#215;50</td>
<td>Icon-Small-50.png</td>
<td>Spotlight for iPad</td>
</tr>
<tr>
<td scope="row">58&#215;58</td>
<td>Icon-Small@2x.png</td>
<td>Spotlight and Settings for iPhone 4</td>
</tr>
</tbody>
</table>
<p>To make these files to be used automatically you have to change your info.plist file in your application. Add a dictionary key called &#8220;CFBundleIconFiles&#8221;  (although there is a key called CFBundleIconFile withouth the missing &#8220;s&#8221; at the end) and add the six icon file names to it.</p>
<p><img src="http://www.anima-entertainment.de/img/infoplist.png" alt="Info.plist" /><br />
To support retina splash screen you should add this one to your ressources:</p>
<ul>
<li>Default.png (320&#215;480) = Default</li>
<li>Default@2x.png (640&#215;960) = iPhone 4</li>
</ul>
<p>If you want to support diffrent layouts for your splash screen you should add these files to your ressources :</p>
<table>
<colgroups>
<col width="400" />
<col width="100" />
<col width="100" /></colgroups>
<thead>
<tr>
<th>Filename</th>
<th>Display Type  </th>
<th>Description</th>
</tr>
</thead>
<tr>
<td>Default-PortraitUpsideDown~iphone.png </td>
<td>iPhone Native 320&#215;480</td>
<td>upside-down portrait version.</td>
</tr>
<tr>
<td>Default-LandscapeLeft~iphone.png</td>
<td>iPhone Native 480&#215;320</td>
<td>left-oriented landscape version.</td>
</tr>
<tr>
<td>Default-LandscapeRight~iphone.png</td>
<td>iPhone Native 480&#215;320</td>
<td>right-oriented landscape version.</td>
</tr>
<tr>
<td>Default-Portrait~iphone.png</td>
<td>iPhone Native 320&#215;480</td>
<td>generic portrait version.</td>
</tr>
<tr>
<td>Default-Landscape~iphone.png</td>
<td>iPhone Native 480&#215;320</td>
<td>generic landscape version.</td>
</tr>
<tr>
<td>Default-PortraitUpsideDown@2x~iphone.png </td>
<td>iPhone Retina 640&#215;960</td>
<td>upside-down portrait version.</td>
</tr>
<tr>
<td>Default-LandscapeLeft@2x~iphone.png</td>
<td>iPhone Retina 960&#215;640</td>
<td>left-oriented landscape version.</td>
</tr>
<tr>
<td>Default-LandscapeRight@2x~iphone.png</td>
<td>iPhone Retina 960&#215;640</td>
<td>right-oriented landscape version.</td>
</tr>
<tr>
<td>Default-Portrait@2x~iphone.png</td>
<td>iPhone Retina 640&#215;960</td>
<td>generic portrait version.</td>
</tr>
<tr>
<td>Default-Landscape@2x~iphone.png</td>
<td>iPhone Retina 960&#215;640</td>
<td>generic landscape version.</td>
</tr>
<tr>
<td>Default-PortraitUpsideDown~ipad.png</td>
<td>iPad Native 768&#215;1004</td>
<td>upside-down portrait version.</td>
</tr>
<tr>
<td>Default-LandscapeLeft~ipad.png</td>
<td>iPad Native 1024&#215;748</td>
<td>left-oriented landscape version.</td>
</tr>
<tr>
<td>Default-LandscapeRight~ipad.png</td>
<td>iPad Native 1024&#215;748</td>
<td>right-oriented landscape version.</td>
</tr>
<tr>
<td>Default-Portrait~ipad.png</td>
<td>iPad Native 768&#215;1004</td>
<td>generic portrait version.</td>
</tr>
<tr>
<td>Default-Landscape~ipad.png</td>
<td>iPad Native 1024&#215;748</td>
<td>generic landscape version.</td>
</tr>
</table>
<p><i>Hints:<br/> The <b>generic</b> Landscape/Portrait will take effect when no specific was found. <br />Apple recomments for iPads not to use Default~ipad.png for usability issues. I think its because the iPad does not really have a native down axis like iPhones. So a user doesn&#8217;t care if the iPad is upside down and expects the application to fit the current orientation.</i></p>
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