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 engines. It’s built on OpenGL but, happily, hides all that away from you – unless you need it.
No sooner had I released it, than Apple came out and announced a new framework for 2d games: SpriteKit. And it’s remarkably similar to Cocos2d. Here I’ll take a look at a few places where they differ, so you know what to look out for if you’re considering migrating to SpriteKit. Continue reading SpriteKit for Cocos2D developers→
The other day while I was looking through some of my ancient copies of Computer and Video Games magazine (“the first fun computer magazine!”) I discovered some coverage of the 1982 Consumer Electronics Show. It’s such a contrast to today’s shiny, immaculately produced, PR-fest that I couldn’t help but scan it in for everyone to see. Continue reading 30 years ago at CES…→
With the success of iOS games like Angry Birds and its flocks of imitators, there are lots of people looking at creating physics-based games, so I decided to try and create a simple demo using OpenGL ES and the Bullet physics engine. Continue reading Creating a physics-based OpenGL iOS app→
I finally got around to taking a look at the Kinect SDK the other day, partly because I was interested to see how the API looked from F#. Unfortunately getting it going turned out to be more of a pain than I was expecting.
The first bit was easy: I’m “lucky” enough to have one of the older Xboxes, which meant I’d had to get a Kinect with separate power, which is the one required by the SDK. Now all I needed was a Windows machine to develop on. Continue reading Kinect SDK with F#→
I’ve been a fan of onedotzero – the forward-looking moving-image festival – for many years. I always try and make it to at least one of the screenings, normally wow+flutter, but with a couple of kids it’s been getting a bit difficult to find the time recently. The content could be pretty “dark”, so it’s definitely not a good idea to bring them along, in fact you have to be 16 years old to get into the screenings.
But this year, much to my surprise and delight, they introduced a special, Sunday-afternoon screening especially for kids, called “Sprites”; excellent! Now I had an excuse to bring the whole family along too! Was it a co-incidence that Shane Walter, curator of the festival, and his lady wife have had a baby this year…? Maybe… Continue reading onedotzero – Sprites – doing it for the kids→
I’m a sucker for eye-candy, and the other day I came across the beautifully lit renders produced by Minilight. It’s a nice, minimal implementation of a global illumination renderer that’s been ported to a wide variety of different languages from C to ActionScript. So of course, I couldn’t resist trying to implement it in F#. Continue reading Minilight renderer in F#→
As part of the sliding puzzle game I’m developing for the iPhone and iPad (well, I can’t survive on the profits from BattleFingers forever), I looked for a way to represent a numeric score and time display in an interesting way. One of the nicer visual effects you could use for this is the “flip-card clock” style, where each number consists of a top and bottom part, and the top part flips down to reveal the next number. It’s been used in a few other places including the home screen in the HTC Diamond device, and its physical, realistic style fits well with the iPad, so I set about creating a version for the iPhone and iPad using the built-in Core Animation library. Read on for more details. Continue reading Creating an iPad flip-clock with Core Animation→
I took a trip down to London’s Southbank on Sunday evening to see wow+flutter, a showcase of short, digitally-themed animations that are part of onedotzero, an annual festival and tour celebrating “adventures in moving image”. I’ve been several times before when it was based at the ICA (it’s now moved to the BFI National Film Theatre), and I always find it really inspiring. Normally, I can never remember the details of the films I’ve seen – it’s pretty intense; with over an hour of back-to-back shorts each lasting only 1-3 minutes – but this year they provided a list of the films details, so I can report on some of my highlights and provide links to some of the films.