Can Sprite kit be used in app development in ios? - ios

Could you tell me , is SpriteKit is suitable for apps development.
Because the design of the app that i going to make is fully new . That has no relationship with ios design. The design is completely new.
It was built using html5,CSS . Could you plz let me know, does sprite kit helps in this manner?

Could you tell me , is SpriteKit is suitable for apps development.
Yes, of course. It's a framework provided by apple for app development. So it's pretty obvious that it is suitable for developing apps.
It was built using html5,CSS . Could you plz let me know, does sprite
kit helps in this manner?
SpriteKit helps you for developing 2D games. So yes, it does help you, as long as you only want to create a 2D game. You should start with Apples About Sprite Kit to learn more about things like SKSpriteNode, SKTexture, SKScene etc.

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Cocoa framework integrated with GLUT and OpenGL

I am new to MAC OS X programming. I am trying to develop an application that represents the rotation movement of the earth in 3D. What I want to do (probably I have mixed concepts, so sorry me) is to develop a Cocoa app where I will can visualize some controls in the window.xib that will allow me to change the rotation speed of the earth and things like that. The big issue that I have here, is that I don't know how to "connect" this controls with a 3D sphere and his functionality. I wrote a C++ program that uses GLUT libraries, that represents the sphere and the rotation movement, but I think I am going in the wrong way. Please somebody can clarify me how to integrate GLUT with a Cocoa application and the controls that Coca framework provides? If this is not possible I will appreciate any guide, tutorial or advice to continue with the development of my app.
Thank you so much and sorry for my poor english.
So your basic options for Open GL and OS X are Open GL or GLKit. GLKit is essentially an Objective-C wrapper around Open GL that integrates it into Cocoa.
My first suggestion however would be Unity 3D
Also you can look into Objective-C++ if you really want to go down that route, however I'd advise against it.

Apple Dev Library: no Scene Kit guide?

I just looked through the Apple Developer Library and could not find a Scene Kit programming guide. There seem to be programming guides for most other kits. Google finds one hit, but it's an old and apparently no-longer-linked-to doc.
Anybody know where else I might find such a thing?
Anybody have recommendations for a third party alternative?
Thanks!
Dave Ronnqvist wrote a very thorough book on Scene Kit:
This is Dave:
https://stackoverflow.com/users/608157/david-rönnqvist
This is the book's homepage:
http://scenekitbook.com
In many ways this book is better than an Apple Programming Guide... though it would need to be, it costs money.
I get a strong feeling from the documentation, WWDC videos and the English in the headers that are available that it's being developed by French people, in a bit of isolation from the rest of Apple.
This is probably a good thing, except for documentation. But that's also probably an indication that Scene Kit isn't actually yet finished. Careful consideration of its features tend to give the impression that it's a work in progress.
Oddly, I'd have said the same thing about Sprite Kit this time last year, but it's now a much more thoroughly complete framework for 2D games than it was through its first couple of iterations.
I bring this up because there's two serious overlaps between Scene Kit and the rest of Apple's frameworks, and 2 and half other points to consider with regards the progress, potential and promise of Scene Kit and Apple graphics and animation frameworks:
Sprite Kit's game loop and the introduction guide that details it is almost a 1:1 match to Scene Kit's game loop:
https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Introduction/Introduction.html
Core Animation's animation processes are what's used for much of animating objects and values in Scene Kit, so the guides to Core Animation animation are ideal for all that.
Scene Kit is making a few radical increases in performance, functionality and features in iOS 9, which is still very much in beta.
3.a) iOS 9 also brings a lot of changes to rendering technologies and capabilities within Scene Kit and complimentary frameworks like Core Image, Core Graphics, Core Animation and Sprite Kit. All still in beta.
iOS 9/Mac OS X 10.11 also sees the addition of an entirely new and complimentary framework for 3D, Model I/O. This is also in beta
Given points 3, 3.a) and 4, I don't think we'll see a programming guide until they're more finished and polished and can actually guide a programmer through the entire pipeline of Scene Kit. Things like ambient occlusion baking, a significant feature of Scene Kit, aren't yet working in Xcode 7, so they clearly have a lot of work on their hands.
Overall, I think the future for Scene Kit is bright, because it's part and parcel of a very deep effort to make all drawing and animation APIs and frameworks compatible and collaborative. The future of this for 3D modelling, content creation, data visualisation, even UI features, is very promising. So to your comment, I don't think there's any fear that it will be deprecated, just a question of when it all comes together.
Whoops. Sorry, I misread your question.
I don't know that there is a "Scene Kit programming guide" but there is a short introduction.
As with many things, Ray Wenderlich has a good introduction. http://www.raywenderlich.com/83748/beginning-scene-kit-tutorial
Here is a link to the Scene Kit information.
https://developer.apple.com/scenekit/
I don't think it's being deprecated, in the new Xcode 7 there is still the scene kit editor and scene kit modeler.
The SceneKit talks at WWDC in 2013 and 2014 were written in SceneKit. They published the source code, meaning that every slide in the talk is its own sample code. See SceneKit Slides for WWDC 2014 and Scene Kit's presentation for WWDC2013.
The 2015 presentation has not, as of October 2015, been released.

Cocos2d side scrolling game best way to implement it?

I was wondering if its better to add sprite by sprite(spritesheets) for the each level of the game? or is it better to add segment by segment for the levels in the game?
The thing is that i want to be able to have animated objects in my game.. like moving platforms, falling platforms, part of the wall that can smash your player, but the thing is the level has an end. its not an endless game like jetpack joyride... it has end per level like Badland
example:
Badland Side-Scrolling Action Adventure Game
Hello I would use SpriteHelper and LevelHelper. I have learned that they are very helpful in making game with levels. With these applications, you can plan out your level sprite by sprite. They are cheap. I know on the Mac App Store, LevelHelper is $24.99 and SpriteHelper is $16.99. SpriteHelper is a sprite packer and LevelHelper allows you to lay out your game world/level. Here are the websites for both.
LevelHelper- http://www.gamedevhelper.com/levelhelper/
SpriteHelper- http://www.gamedevhelper.com/spritehelper/
Ray Wenderlich has great tutorials on those two apps.
Here is the link: http://www.raywenderlich.com/28713/how-to-make-a-game-like-jetpack-joyride-using-latest-levelhelper-spritehelper-cocos2d-edition-part-1
This tutorial uses the example of "a game like Jetpack Joyride." I know that this is not the game you want to learn how to make but it gives you great insight about how to use LevelHelper and SpriteHelper. The links for the apps also have guides on how to use the two apps.
Hope this helped and Good Luck!

Using Cocos2D vs UIKit to create an app which incorporates puzzle games

I searched SO a bit but was not able to find an answer. I am going to be working on an app which incorporates different type of games in it. I am not sure if i should dive in to learn cocos2d or just keep learning UIKit. The games are going to be 2D puzzle like games. In the game a user will need to move pieces around, color them in and they will have some kind of animation when the level is finished, for example stars flying or fireworks. Can this be done with UIKit alone? Are there specific books/tutorials on UIKit on how to create such puzzle games?
Thank you!
It depends only on your design and creative features, if there will be lots of animation tricks You should try to use cocos2D (for it has some useful components for memory regulations), if the engine is pretty simple - UIKit will be enough for your game.

Corona SDK 3d engine

I have been using Corona SDK for almost a year, and have a couple simple games developed. What I am looking for now is some way to create 3D illusions in Corona SDK. If anyone has any experience with 3D in Corona, I would appreciate any advice. I've tried several game engines, but they either don't work with Corona, or cost way too much.
You can create a 3D model in Sketchup, export an image, and add it to your Corona app.
If you want animations, you can also export a bunch of sprites from Sketchup (sort of) and use the movieclip library to play the animation.
Check out LIME library for Corona sdk, you can simulate 3D effect with parallax or orthogonal view. And there is some code in code sharing section of corona, but i dont know if that can be useful:
http://developer.anscamobile.com/code/texturemapped-raycasting-engine
http://developer.anscamobile.com/code/raycasting-engine

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