Author Archive

How to build a 3D tag cloud on iPhone — challenges and solutions

how-to-3D-tagcloud-iphone-sdkSince the iPhone tocuhscreen is quite small and has great support for interactivity a 3D tag cloud looks an ideal choice for an iPhone application user interface. Neither iPhone SDK classes nor 3rd party libraries have 3D tag cloud classes, at least no libraries I heard of, so I implemented it from scratch.

You can see the final result in the Toneaphone Ringtones iPhone App we developed last year.

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How to implement shadows with OpenGL ES on iPhone SDK — an overview

shadows-open-gl-es-iphone-ipod-touchOne of our projects currently under development is a 3D puzzle game where player will manipulate a number of cubic blocks. Those blocks can be moved above the board so to look realistic they need to cast shadows onto the board. Despite shadows are used in many 3D games and OpenGL ES does have all necessary things to implement them there is no support for shadows in API itself so the implementation is not straightforward at all. The task requires some smart coding. Let’s see how it can be done.

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How to implement resumable file downloads on iPhone SDK

iphone_sdk_codeFile downloading is a feature used very often in various applications. You may need to get an update from the server, to provide optional resources to the user or to get a copy of a shared document — all this functionality deals with file downloads. And as long as downloads go over network they can be interrupted which is very frustrating, especially if you are downloading something big that takes a lot of time.

Modern applications can’t afford forcing users to start interrupted downloads from the beginning. In Mac OS X SDK we have a very nice NSURLDownload class that supports download resuming functionality. This class is not a part of iPhone SDK though. That’s why we have to descend one level lower and look into what HTTP protocol provides.

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Creating an iPhone Game, the Developer’s view

matho01I personally enjoy game development very much since every game is a challenge to program, an exciting experience unique by nature unlike those boring database applications that as it seems constitute the majority of custom software market. Many of the games will use your hardware up to the limit and require thorough optimization in fight for higher frame rate.

From the technical point of view…

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