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 […]
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 […]
Using paths and text to simple create composite animated graphics with Core Graphics, UIKit and Core Animation.
If you know a bit of OpenGL you can integrate the powerful Bullet physics API into your iPad or iPhone app.
Using Core Animation to create flip-card number animations on the iPad and iPhone
Apple’s iPad applications make use of real-world objects in their user interfaces: books, newspapers, address books. What is it about the iPad that makes it a good platform for this kind of UI?
Peggle and Grand Theft Auto: Chinatown Wars. Two fantastic and very different iPhone games, but how is your enjoyment of them affected by the platform on which they run?
Also posted in Gaming, Usability
Tagged games, iPhone
Well, I’ve done it: I’ve got my first game live on the AppStore. It’s been an interesting journey. I’m terribly bad at getting my hands on devkits and SDKs, having a play with them and then not doing anything constructive. This dates way back to things like the Playstation NetYaroze, which was pretty expensive, and […]
Ahh, back to work today. It’s pretty tough getting back into the swing of things after what turned out to be a long break this year. While I was off I finally got to spend some time working on an iPhone game. After getting hold of the SDK a while back, it’s only now that […]