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I enjoyed this read especially! I am one of the creators of 'Stratosphere Multiplayer Defense' (on iPad), and we did it entirely in UIKit. It was very interesti
by cclogg 13y ago
I enjoyed this read especially! I am one of the creators of 'Stratosphere Multiplayer Defense' (on iPad), and we did it entirely in UIKit. It was very interesting to see what we could get away with, since Apple's OS is very animation-friendly.
We used all UIKit elements like UIViews, UIImageViews, and just core-animationed everything around. It's amazing because you can have 50 towers on screen, all playing their firing animation, along with 100+ monsters walking with their animations.. and it handles well.
The reason we actually chose UIKit (over Cocos2D or OpenGL etc) was (1) my experience in it from app development, but (2) more importantly being able to use Apple's UI widgets. Like scrollviews, gesture-recognizers, etc... rather than try to write our own (I'm sure we've all played iOS games with weird UIs that are kind of like Apple's but fall short). Also, (3) was the speed of getting something working (kind of related to (1) for me).
Downsides are that there's no blending effects like 'additive' for lights/effects, and also it's not trivial to pause a game when it's running timers and core-animation separately (we do have a game loop for logic, but the monsters them-self just move on GPU-based core animations). I'd like to STRESS that using UIKit for most games is probably not a good idea.
Anyway, thought it might interest some people to hear this :)
Oh, and another benefit is no load screens.