When working with spatial data one often needs to work with polygons to demarcate bounding areas. One important concept related to this is winding, which defines the relative order in which the vertex points of a polygon are listed. Winding can be either clockwise (CW) or counter-clockwise (anti-clockwise) (CCW), referring to the direction in which we pass through the vertices... Read more >>
One common functionality for software is the need to provide human readable text messages. This is true of native applications, web applications, and many back-end systems. For applications with a user interface there is often a requirement that these messages be localized, that is, provided to the user in the user’s native language. For this reason, best practices dictate that... Read more >>
We’re releasing our first Technology Radar. A Technology Radar, pioneered by ThoughtWorks, is a list of the techniques, tools, platforms, languages, and frameworks divided into recommendation levels: Adopt, Trial, Assess and Hold. It’s mostly a list of things we find useful and interesting.
We’ve built our own Technology Radar for several reasons. We think it will be useful internally... Read more >>
I have started a new meetup for mobile game development. Anyone in the NOVA area interested should check it out. The first meetup is Wednesday, February 12th, at 7PM. The meetup will be at the Element 84 office at 101 N. Columbus St., Suite 200, Alexandria, VA 22314. Thanks to E84 for providing the space. Subsequent meetups will occur... Read more >>
In a previous post I compared Sprite Kit physics to using Box2D directly. In that comparison I used frames per second as measured by Instruments, but it is useful to look at straight simulation time (ignoring rendering time), which I present here.
The code used to time the physics simulation in Sprite Kit is given here:... Read more >>
I have recently done some work with Sprite Kit and have made some observations regarding the built in physics simulation capabilities. Based on these observations, I have decied to take a closer look at Sprite Kit physics, specifically comparing it to using Box2D directly.
One major disadvantage to [SenTestingKit|XCTestKit] is the inability to run the same test with different sets of parameters. Helper methods are an option, but you still wind up with a test case littered with (almost) duplicate test methods. Recently I borrowed a solution from the world of Cucumber testing and wrote Read more >>
The last couple of weeks I have been learning to use Vagrant in support of some testing we are doing of persistence solutions like MongoDB and Riak. If you are not familiar with Vagrant and you are using virtual machines in your development, you really should check it out. Vagrant combined with Packer makes it... Read more >>
Recently I was working on a project to provide Lua bindings to the new Sprite Kit API in the upcoming iOS 7. This allows a user to write entire Sprite Kit games by creating and calling Sprite Kit objects from Lua. The underlying technique makes heavy use of the Delegation design pattern.
While delegation is a powerful technique... Read more >>