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Smashing Conf New York

You know, we use ad-blockers as well. We gotta keep those servers running though. Did you know that we publish useful books and run friendly conferences — crafted for pros like yourself? E.g. our upcoming SmashingConf New York, dedicated to smart front-end techniques and design patterns.

Author:

Lou Franco is a Member of the iOS Technical Staff at Atlassian working on Trello. He has been developing for mobile devices since 2000 and co-authored a book for beginner programmers called Hello! iOS Development, published by Manning.

Twitter: Follow Lou Franco on Twitter

Simplifying iOS Game Logic With Apple’s GameplayKit’s Rule Systems

When you develop a game, you need to sprinkle conditionals everywhere. If Pac-Man eats a power pill, then ghosts should run away. If the player has low health, then enemies attack more aggressively. If the space invader hits the left edge, then it should start moving right.

Simplifying iOS Game Logic With GameplayKit’s Rule Systems

Usually, these bits of code are strewn around, embedded in larger functions, and the overall logic of the game is difficult to see or reuse to build up new levels.

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Getting Your App Ready For iOS 7’s New Dynamic Interactions

There’s no need to bust out a physics textbook to make your iOS 7 app’s views animate like real-world objects. With iOS 7’s new Dynamics API, views can be influenced by gravity, attached to each other with springs, and bounced up against boundaries and each other.

Getting Your App Ready For iOS 7's New Dynamic Interactions

Physics engines are no stranger to game designers. Whether it’s the perfect gravity-induced parabolas of Angry Birds or the swinging candy in Cut the Rope, we’re used to objects in games feeling real. To get this effect, game designers don’t write code to set the position of each object manually. Instead, they use a physics engine that treats the elements as bodies in a simulation and that uses Newton’s laws of motion to calculate how they move over time.

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