Graphics 2.0 Demo Contest Winners. And The Winner Is…

And now, the moment you’ve all been waiting for. We are excited to announce the winners of the Graphics 2.0 Demo Contest. But before we announce their names, we’d like to take a moment to let everyone in the Corona community know how much we appreciate your hard work and dedication to Corona SDK and what it stands for. Thank you for spending countless hours pouring your heart and soul into your apps.

Cast your vote for November’s App of the Month!

This month, we’ve witnessed a bunch of star Corona-powered apps and games and selected a handful as Apps of the Week. Cast your vote for your favorite November app below and share the poll with friends, family and fans! You can check out reviews of each of the finalists by clicking on their corresponding icons.

New Public Release and Graphics 2.0

I’m extremely excited to announce our new public release and the simultaneous release of our next-generation graphics engine, a.k.a. Graphics 2.0.

Our goal is to enable you to produce cinematic-quality graphics in your mobile apps. Building on the foundation of the legacy engine, Graphics 2.0 offers a whole new level of expressiveness.

Graphics 2.0 Tutorial Roundup

Corona’s Graphics 2.0 engine is progressing nicely, and we want to express our sincere gratitude to the dozens of Pro and Enterprise beta testers who have used the engine thus far. For those who haven’t yet explored Graphics 2.0, we’d like to remind you of several tutorials which we’ve recently released. We’d also like to remind you to submit your amazing entries for our Graphics 2.0 contest.

Corona Ambassador Accomplishments – October 2013

With the release of Graphics 2.0 and our new partnership with Microsoft, October was a busy month! Our Ambassadors have also been hard at work creating Corona-powered apps, organizing events in their local areas, and sharing their knowledge with the community. Here’s a recap of some of our Ambassadors’ fantastic October accomplishments.

Tutorial: Paint Brushes, Trailing Object Effects, and More with the Snapshot Canvas

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!