This is a post for every iPhone/iPad developer. Every day, we try to use “best practices” when writing code, and building apps.
Monthly Archives: November 2013
OpenGL Texturing has been re-invented multiple times, with different hardware implementations each time. As a developer, you need to be comfortable with all of them.
Apple invented “bundles” and “frameworks” to greatly improve the ease of development and maintenance of OS X projects. They are really good. But Apple modified Xcode to try and stop people using these on iOS. I don’t know why. Today I delved into this to find out the correct, working, […]
I got an email this morning noting that my blog was taking “forever” to load a single post. A quick check, and I found that it was running 70x overloaded, due to a vast number of spammers trying (and, in every case, failing) to submit wordpress comment-spam. No spams will […]
Game Development Principles I’ve recently been working with a group of teenagers, helping them learn to program for themselves, and build their own iPhone/iPad/Android games. So, when Cengage offered me a review copy of this book, I thought it would be a good idea to have a look and see […]
(this is a post mainly to document some new features and fixes I’ve added to SVGKit version 1.2 today – they are already on the main development branch (currently: 1.x), ready for use) SVGKit overview, November 2013 While a group of us were cleaning up and improving SVGKit about 2 […]
I’ve got a long-running project around rendering 3D Earth in interesting ways. It’s being used in a game project, and some non-game stuff too. Here’s a recent screenshot: I added a particle system that uses Vector Fields to move the particles based on arbitrary incoming data, and then wraps it […]