Oh man, I just wasted too many hours of my life trying to figure out why calls to glBlitFramebuffer in my iOS app were returning GL_INVALID_OPERATION. I was targeting iOS 7, so I should’ve been able to use OpenGL ES 3.0 calls, and after all, I’d built against the v3 headers and everything else was […]
On my recent iOS puzzler Wordz, I decided not to reinvent the wheel, and instead use an off-the-shelf 2d game framework. I settled on Cocos2d. It makes it very easy to put together sprite-based games or apps by providing all the basic pieces like a scene graph, animations and integration with a couple of physics […]
Also posted in Graphics, iOS, iPhone, Uncategorized
Tagged 2d, cocos2d, games, Graphics, iOS, OpenGL, SpriteKit, sprites
Catchy title, eh? This little experiment came about as I’ve been working on an iOS app where I decided to use an embedded OpenGL view, via GLKit, for a bit more flexibility than a plain-old UIView. This found me falling head-first down a rabbit-hole of OpenGL ES shaders. I ended up putting together a little […]
Also posted in C++, iOS, iPhone, Mac
Wow, it’s been a ridiculously long time since I’ve blogged. I think it’s time I put something up just to break the curse, and this seemed like a good, and hopefully useful, place to start. Time to polish some of these dusty drafts into published gems. Ever been in that situation where you (or someone […]
An introductory look at record types, a useful F# language feature.
There’s a bug in 32-bit .NET 2.0 where assemblies are loaded twice, wasting valuable address space.
A quick look back at some of the stuff I’ve been doing this year.
Using paths and text to simple create composite animated graphics with Core Graphics, UIKit and Core Animation.