Posts Tagged ‘iOS’
Posted September 10, 2015on:
– Prototype-based Inheritance
– Asynchronous event-driven programming
– Functions as objects
Frameworks and Libraries
Open-source web application framework. It aims to simplify both the development and the testing of such applications by providing a framework for client-sidemodel–view–controller (MVC) and model–view–viewmodel (MVVM) architectures, along with components commonly used in rich Internet applications.
3) Meteor (MeteorJS)
6) Ext JS (Sencha Ext JS)
7) D3.js (D3)
We are often asked about which iOS game engine to use. It is believed that most companies are looking for a free game engine so here is a comparison of the different open source iPhone game engines that actually have apps out there. Also these game engines now support the iPad.
The Sparrow Framework is a very lightweight 2D game engine created in Objective-C.
It was built from ground up for iPhone, iPad and iPod Touch. You can easily integrate it with your existing UIKit apps, access all iOS APIs directly and benefit from native performance.
If you have already worked with Adobe Flash or Starling, you will feel right at home: Sparrow uses the same concepts and naming schemes. Even if you’re coming from a different background, you’ll get the hang of it quickly, because everything is designed to be as intuitive and easy to use as possible.
The game framework includes all the necessary features you’d require for creating a basic 2D game such as easy animation, and a sound engine.
The Cocos2D iPhone game engine is a port of a game engine originally created in Python and converted to iPhone Objective-C. As you can tell from the name, Cocos2D is designed for 2D games, that being said, although the engine is in a 2D world, the engine includes a growing collection of high quality 3D special effects. Cocos2D has also been released on the Mac so you can ease the release on 2 platforms.
Cocos2D is the first engine to check out, while many may be turned off by the engine not supporting a 3d world, if you look at most of the top iPhone games the gameplay is 2D, in fact the iPhone’s touch screen controls can make it difficult to operate in a 3D world.
The engine provides more examples than any of the other engines out there because of the large community.
iSGL3D (iOS Scene Graph Library) is a 3D framework for the iPhone, iPad and iPod Touch written in Objective-C, enabling the creativity of developers to flourish in a 3D world without the complexities of OpenGL.
With its rich set of features, iSGL3D provides the necessary tools to develop 3D applications in an incredibly short time frame, even with a minimum of experience in 3D graphics. The principal behind iSGL3D is to make construction and manipulation of 3D scenes as simple as possible for a developer.
With a single line of code you can add a 3D object whether it is a simple primitive, a sprite (or particle) or your own imported asset. Properties on these objects allow you to modify their appearance, position, rotation and more very simply. You can add containers too to group objects and manipulate them together. In a short period of time you can build up a complex 3D scene.
The Moai SDK is an open source 2D game engine. It designed more for people who know what they’re doing. While it includes the ability to start developing a game immediately from a downloadable binary, it only supports using the FreeGLUT library on the desktop. It is designed in such a way that it expects the developer to be able to create the windowing system themselves.
The main language used with Moai is Lua. Most of the time you shouldn’t need to use C++ to extend the base engine, but the capability to do so is there. The documentation for the Lua codebase is kind of weak however, so you should be ready to do some searching to find out how to use various capabilities. You can create your games with Moai on both Windows (Visual Studio) and Mac (Xcode). In order to
submit your games to the iOS app store you will need to do so with a Mac.
The Oolong Engine is written in C++ with some help from Objective-C. It will help you to create new games and port existing games to the iPhone, the iPod touch and the iPad.
Oolong provides support for a wide variety of features and provides excellent performance.
Haxe is a multi-platform language that most notably compiles to SWF and has been used in many Flash games.
Galaxy Game Engine
The Galaxy Game Engine is a very promising engine with an extensive feature set. This is a BSD licensed 3D engine that includes some very useful tools such as a level editor, terrain editor, model viewer, particle editor, and shader IDE.
Sure, we may make this list longer, but let me stop here. The most important thing, which I’d like to notice, is that you should select the engine which fits your project needs and suits your purposes in the best way.
And what do you think? To what engine would you give your preference?
Feel free to share with us your thoughts!
Before starting development of the game the 1st thing one should decide is: “What engine should I use?”
In this article I would like to present a brief overview of the 3 the most powerful engines, in order to clarify their key differences, advantages and disadvantages.
Nowadays Unreal Engine 4, Unity and Cry ENGINE are rightfully considered to be the most popular and powerful among game engines.
Unreal Engine 4:
Unreal Engine 4 (UE4) is the brand new engine developed by Epic Games (its predecessor is Unreal Development Kit, or UDK the free edition of the Unreal Engine3. It was used in a huge amount of AAA games including Gears of War).
UE4 possesses amazing graphical capabilities including:
- photorealistic graphics;
- advanced dynamic lighting;
- innovative particle system (handles up to a million particles in a scene at ones).
The Unreal Engine 4 got some changes and differs from UDK, so you will have to get used to them if you have had an experience in UDK. Still the ease of the UE4 makes it quite appealing for the new game developers who will do justice to such notable changes as:
- UnrealScript is completely replaced by C++;
- Kismet is replaced by the more intuitive Blueprint.
Unreal engine 4 could be used for development games for PC, Mac, iOS, Android, Xbox One and PlayStation 4. Nevertheless, it is impossible to make a previous generation consolee game on UE4.
UE4 is available for the developers at $19 per with a 5% royalty. Furthermore Epic Games gave free access to the engine for schools and universities as well as to the source code.
Unity is the game engine with an extensive range of features, comfortable and user-friendly interface. Its cross-platform integration makes it prior while choosing software for mobile games development. Unity allows to port games quickly and easily onto iOS, Android, Win Phone, Blackberry. In addition the engine could be used for PS3, Xbox360, and Nintendo Wii U games development.
This engine could be easily integrated with any 3D-editor (like 3ds Max, Maya, Softimage, CINEMA 4D, Blender, etc.). It also has capabilities for the 2D game development, supporting sprites and 2D physics. That makes Unity great for development of both 3D and 2D games.
Still, its own inside editor can perform a limited set of operations. It has no modeling or building features outside of a few primitive shapes, so everything has to be created in a third party 3D application. Nevertheless it has a huge asset library, which could be either downloaded or purchased.
For the developers 2 versions of Unity are available: free and Pro. Annually Pro version costs $1,500 or $75 for monthly subscription, also it is possible to download 30-days trial.
Pro version greatly differs from the free:
- global lightning;
- custom splash screen;
- IK Rigs, etc.
Also, the developers at Unity are preparing to enter the new generation with the release of their Unity 5 and continue the race with UE4 and CryEngine.
CryEngine is an extremely powerful tool, developed by Crythek Company. Firstly it was presented in the 1st Far Cry game. This engine allows creating games for PC, PS4 and Xbox One. It obviously surpasses Unity in graphical capabilities:
- state-of-the-art lightning;
- realistic physics;
- advanced animation, etc.
CryEngine is quite intuitive and possesses powerful level design features and could be put on the same level with UE4.
Still, it could be quite challenging and take a while to get used to it and start using the engine efficiently in case you’ve never dealt with game engines before. So, if you do not require your game graphics to compete with games like Crysis 3 you’d better choose a more user-friendly engine.
For developers CryEngine is available at $9,90 per month with no royalty commitments. Also it offers commercial developers full source licensing for larger and longer term projects that benefit from a real partnership with Crythek. Platinum support is also available, with dedicated support staff, increased on-site presence and even co-development of features.
Thus, Unreal Engine 4 is a good match for games with photorealistic graphics, Unity is better for development of 2D, 3D games and CryEngine has amazing graphics capabilities along with the most appealing pricing. Still, I suppose that one should try each engine in order to define, which one suits his purposes in the best way.
To sum it all up I would like to notice that all these 3 engines are extremely powerful tools for the game development. Still, I suppose that one should try each engine in order to define, which one suits your purposes in the best way.
And what do you think? To what engine would you give your preference?
Look forward to your comments!
The mobile world is continuing its rapid growth while we are becoming more and more reliant on our mobile devices in everyday life.
By 2016, it’s expected that there will be more than 10 billion mobile Internet devices in use, so the mobile application industry will grow tremendously to match the demand and keep up with ever evolving technologies.
Let’s have a look at obvious technologies trends continuing to influence the mobile world nowadays.
Three main platforms and architectures
In a short period of time a majority of big companies will need a special set of development tools to support three key platforms – iOS, Android, Windows and three application architectures – native, hybrid and mobile Web. Tool selection won’t be that easy, rising up technical issues and nontechnical ones such as productivity versus vendor stability. Undoubtedly most big organizations will need several tools to deliver to the architectures and platforms they require.
Being fragmented, immature and thus possessing many implementation and security risks, HTML5 won’t be a simple solution for mobile application portability. However as it matures, the mobile Web and hybrid applications will become more and more popular. So despite many challenges HTML5 faces, we could expect that it will be rather essential for organizations delivering applications across multiple platforms.
Advanced mobile user experience design
A vast majority of new techniques and methodologies such as motivational design, “quiet” design and “playful” interfaces contribute to exceptional user experiences most leading mobile apps have. Designers are also creating apps that can accommodate mobile challenges, such as partial user attention and interruption, or that can exploit technologies with novel features or “wow” factors, such as augmented reality. Leading consumer apps are setting high standards for user interface design, and all organizations must master new skills and work with new partners to meet growing user expectations.
High-precision location sensing
Knowing the location of a person to within a few meters is a key factor in the delivery of highly relevant contextual information and services. Applications that use the precise indoor location currently exploit such technologies Wi-Fi, imaging, ultrasonic beacons and geomagnetics. Such technologies as smart lighting will also become important. Precise indoor location sensing in combination with mobile applications will create a new generation of highly personalized services and information.
Mobile phone as a universal remote
Some time ago we had to stay in front of TV in order to turn channels. Later remote controls were sold with every TV and stereo on the market. Nowadays, our homes have become smarter and many people manage their homes with the help of a smart phone. In 2015, mobile applications are expected to move to the next level, becoming a universal remote control for your life. Air conditioner controls and alarm systems are heading the list with cars and door locks to go behind soon. With all the different data including financial, electronic, home and automotive deeply embedded in your phone, the general remote seems to be a usual extension.
Apps will start thinking for you
Artificial intelligence is going to influence mobile applications in 2015, initially with smarter apps that think for you. The ability of apps to forecast behavior and lessen manual work is amazing. In the year 2015, apps will begin to foresee where you are going, what thoughts you are having and the types of information you might require. Imagine future applications less of a tool and more of an associate.
The smartphone will become the center of personal-computer network consisting of wearable devices such as on-body healthcare sensors, smart jewelry, smart watches, display devices such as Google Glass and different sensors embedded in clothing and shoes. These gadgets will communicate with mobile applications to deliver information in new ways and include a wide range of products and services in such areas as sports, fitness, fashion, hobbies and health.
What are your predictions on mobile technologies trends for the upcoming time? Eager to hear your thoughts :)
There has been a lot of talk about the dirge sounding for the Firefox browser. With a marked nosedive in market share (roughly 15%), the one-time king of the browse war has now fallen into third place (behind Internet Explorer and Chrome). As most pundits are scratching their heads, I’m fairly certain that there’s a clear reason for this change:
The 15% market share applies only to desktop browsers. Once you move to mobile… all bets are off. But why? What has shifted to cause Firefox to drop so sharply? Is it a bad product? Honestly, to the majority of users (I’m talking “average user” here), a browser is a browser is a browser. The biggest difference to the average user is the use of “Favorites” over “Bookmarks.” Since most users wouldn’t even know Firefox from Internet Explorer, how could this change have happened?
Again, I say… Google.
Actually, I should be more specific and say Chrome — or even better, Chrome OS and Android.
From November 2013 to the end of the year, a reported 21% of all laptops sold were Chromebooks. Worldwide, Android takes nearly 81% of the mobile market share. That’s a LOT of Google-based browsers out there. I don’t think it’s a huge leap of logic to assume a vast percentage of those users would have been, otherwise, using Firefox.
Let me present myself a case in point. For the longest time, I was a devout Firefox user. But then I discovered a few of the Chrome apps/extensions (such as Tweetdeck) and added Chrome to my Linux desktop. Then I adopted a Chromebook as a laptop. Since I really only do two things on a laptop (write and browse), it made perfect sense. Add to this the fact that my smartphone platform has been Android for what seems like forever, plus the mobile version of Firefox is dreadful, and you have the makings for a typical migration from Firefox to Chrome.
Let’s be honest — as long as the browser gets the job done, it doesn’t matter which browser you use.
- Unless you’re on a Chromebook
- Or on Android
- Or you depend on Google Apps
You can see the pattern here, right? It’s like third-party politics in the United States. Many people don’t vote for third parties because it takes away votes from the party they once championed. In this case — every person using Chrome is one less person using Firefox. Why?
Caution: generalization coming…
Most people who use Internet Explorer simply don’t know that the product they’re using is inferior to every other product of its kind (either that or they depend on a site that was written ONLY for IE). So, there’s little to no chance they’ll jump ship to either Firefox or Chrome.
So, what is Mozilla to do? Well, they’re busy focusing on the Firefox OS, which is akin to Ubuntu focusing on the Ubuntu Phone — it’s detracting from what they’ve always done really well in exchange for jumping into a ring with two of the heaviest hitters in the history of the game — Android and iOS.
And then there’s that advertising deal with Google that’s about to expire. The majority of Mozilla’s income is from that deal, and Google has less reason to continue on with that search agreement. Google no longer needs the advertising real estate from a browser suffering from a possible slow death. Should Google pull this, Mozilla will have to pull off a miracle to stay in the fight.
However, there’s good news. You can’t forget that Firefox is an open-source browser. That means, even if Firefox were to die, another batch of forks would appear. So, even if Google Chrome were to knock Firefox out of the ring, more contenders will appear to take up the gloves. But even a horde of forks are not likely to pull Firefox from the slow Chrome burn. Google isn’t going anywhere but up. As Chromebooks and Android continue to take over the mobile planet (and users become less tethered to their desks), Firefox will continue to suffer.
Firefox is still a quality product. But like Internet Explorer, it’s facing a foe that’s stronger, faster, and more agile. That new opponent is poised to take over nearly everything it touches. Fortunately (for users, not the competition), that new foe offers a stellar product on every platform (Linux, Windows, Mac, Chrome OS, Android, and iOS). Chrome is the only browser on the planet that can make that claim (as Chrome is the only browser that will run on Chrome OS) – a claim that’s becoming ever more important in a world gone mad for mobile.
I don’t have a prediction for Firefox. Will it die? Will it become an “arm” of Google? Will it get a second wind and, thus, a second life? No one really knows at this point. If I had to make a guess, I’d say both Firefox and IE will fall to Chrome. The difference is that IE is embedded into the psyche of many users, so it won’t suffer as much as Firefox.
The gloves are off and Chrome is set to rumble. How do you think this fight will end? Share your opinion in the discussion thread below.
There exist a lot of mobile app development frameworks. Cross-platform tools reduce barriers to entry and democratise app development, by allowing developers from any language (HTML, Java, C++), any background (hobbyist, pros, agencies, corporates) and any skill level (visual designer to hard-core developer) to build mobile apps. Just imagine that by using a cross-platform tool and covering just two platforms such as Android and iOS, you will cover 91% of the whole smartphone market. Sounds appealing:)
PhoneGap and Sencha are the most widespread: they are used by 32% and 30% of cross-platform developers, irrespective of their primary tools. I`m suggesting to have a closer look at PhoneGap which turns to be the most popular tool.
How it works
-The most obvious one is cross-platform capabilities. Currently PhoneGap supports the following platforms: iOS, Android, webOS, Windows Phone, BlackBerry, Symbian OS, Tizen.
-Adjustments can be performed via browser; remote adjustments can be performed on a mobile device via “weinre”.
A blot on the landscape:)
– Users feel uncomfortable when touching a button and it doesn`t work. This is one of the most widespread bugs in PhoneGap apps. This bug appears due to improperly created interface, and it raises the problem of touching. The fact is that we look at the touchscreen at an angle and the visual contact area between the finger and the screen differs from the real contact area. This can be corrected quite simply – proper layout of the app page. For example, the area of response can be made bigger than the button itself.
-Nevertheless this is a cross-platform tool, UI should be optimized for different platforms. But it’s much faster, than creating another native app from scratch;
As you can see, these drawbacks are not quite ‘drawbacks’ in their nature, but rather technical conditions of PhoneGap, which you should consider, like in a usual development process for any other platform.
Certainly, PhoneGap is not a “miracle cure” but can be a good way out if wisely used. And what are your thoughts on PhoneGap?