Today is a sad day, so I’ll keep this short. Typically, I have at least two versions of Xcode installed. Occasionally more. Keeping track of which one is running can be difficult, so I grabbed this lovely icon by Artua and put a ribbon on it with a label. It helps keep me sane. In the package available below, I’ve included the Illustrator CS3 file (so you can make your own), ICNS and PNG versions. Download Xcode Versions Icon Pack Also, you should read this. “There’s actually very little distinction between an artist and a scientist or engineer of the […]
360iDev was a blast. Several other iDevBlogADay authors have already commented on this. In trying to explain what the conference is like, I came up with the phrase “liberal arts developer conference.” There are plenty of developer talks, but also some great design, business and just-plain-makes-you-think talks. And multiplayer Pac-Man. Let’s not forget that. Oh, and donut burgers. I had a fantastic time meeting folks. While the talks were fantastic on their own, talking to other devs, sharing perspectives and experiences on various subjects took it to a whole new level. Below is a photo of Mike Berg, Matt Rix […]
As I’ve mentioned before, I will be speaking at 360iDev. I do have a few announcements about that. With just a few days to go and many attendees also reading iDevBlogADay, I hope you will forgive this post not being all that developerish. My talk has taken a slightly different angle than the original proposal, [...]
I don’t like writing boilerplate code. A while back, I started dragging my game engine kicking and screaming into the world of OpenGL ES 2. The good news is this lets me write shaders. The bad news is I need to write boilerplate code every time I write a shader — you know the kind [...]
I thought I’d briefly mention what I’m up to these days. I started working on one of my potential game ideas and did some upgrading on my game engine to bring it up to date on OpenGL ES 2.0. And then I got distracted. So distracted, in fact, that I have decided to switch projects. [...]
This week’s iDevBlogADay snuck up on me a bit. I’ve been intending to do a “numbers post” on my Swivel promotion, so here it is, and I’ll try to keep it concise. Back around two weeks ago, I got up one morning and on a whim decided to make Swivel free. Sales had essentially flatlined, [...]
Since the release of Swivel, I’ve taken a bit of time to let myself unwind from the development cycle and dwell on what I want to work on next. I’ve decided on a new project that I’m really excited to get into, but before I do, I need to do a little work on my [...]
One of the recurring compliments that Swivel gets is that it runs very smooth. This was not an accident. For a puzzle game there are surprisingly many things that are potentially rendered in a single frame: several layers of blocks, shadows, crossfading backgrounds, particles, explosions, double-layered fonts, etc. One of my early goals was to [...]
Yesterday @GavinBowman asked me about my experience using Game Center for the multiplayer mode in Swivel. So here is a brain dump of my thoughts on the subject. I apologize in advance for the somewhat rambling nature of it. If you have any specific questions beyond what I cover, feel free to ask in the [...]
Two weeks ago I started a series of introductory posts on Archivist, a library for simple serialization in C++. I wrote Archivist for my game, Swivel, which is now in the App Store. Today I’d like to show you how to deal with basic inheritance with Archivist. We’ll get into polymorphism in a future post. [...]


































































