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Steffen Itterheim
Author of Learn iPhone & iPad Cocos2D Game Development. Developer of Kobold2D.
Author of Learn iPhone & iPad Cocos2D Game Development. Developer of Kobold2D.
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Over the last couple days I optimized the performance of TilemapKit, specifically the “core render loop” where all tiles are enumerated and (if needed) their sprites updated. Here’s a before (left) and after (right) chart that shows how much time I was…
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TilemapKit is now able to generate grid graphs from tile costs. Rather than using walkable/blocked flags on tiles you would use a “cost” property whose floating point value is in the range 0.0 to infinity. Though you should try to restrict your value…
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A picture says more than a thousand words, they say. But then, what does a video say? :) GameplayKit pathfinding support is built into TilemapKit. See how easy it is to create a grid graph from a tilemap: NSArray* walkableTiles = [map…
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I want to let you know what’s in store for TilemapKit in the near future. If I don’t drown too much in actual work, I’m hoping I’ll be able to do this on a more regular basis. :) Completed Tasks These features will be in v0.8 (available soon). Several of…
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Excellent question, glad you asked. :) In this tutorial you’ll build a TicTacToe game with Swift in which two AI players battle it out. The code is available on github and contains additional comments and logging that you can uncomment to learn more about…
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As I’m coding away in a Swift-only project, this happened: Admittedly, I’m already unhappy with how working with Swift 2.0 currently feels like. Thanks to all the bugs in Xcode 7 beta and OS X 10.11 beta (bad ones, like: no auto-completion, no syntax…
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Yes, we can! :) It is however tricky to make the GameplayKit agents behave like physics objects. It’s the same problem as if you were moving a physics-enabled node with SKAction instances. Problem is: physics wants to move objects all by itself. Agents or…
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It’s not immediately obvious from the SKShapeNode class reference, but it’s there (highlight added by me): Shape nodes are useful for content that cannot be easily decomposed into simple textured sprites. Shape nodes are also very useful for building and…
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GameplayKit’s Entity Component System (ECS) has been criticised for being a “disappointing mess” and “not an ECS”. I wouldn’t go nearly this far but fact remains: Adam Martin’s variant of ECS is more prevalent in AA(A) studios and their engines. In…
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You may have learned about the various GameplayKit classes and perhaps seen some demos. But from a high-level perspective I find the documentation somewhat lacking. So let’s see what GameplayKit offers and makes possible. But also I want to illustrate how…
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