Posts Tagged ‘iphonedev’

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Thursday, November 5th, 2009

In an effort (I assume) to keep Amazon from completely destroying every brick and mortar book store on Earth, Borders actually dishes out some decent coupons (30% – 40% off a single title) to their reward club members. This is probably the most affordable way to pick up a brand new hardcover Knuth set if you’re so inclined.

Border’s is one of three places I normally buy books. The second is Amazon. The third is directly from Oreilly’s website. I’ve bought six e-books from Oreilly in the last 15 months and they were all 40% off (using the same coupon). This is either an extremely long running promotion…or one of their web developers needs to update whatever db table the coupons live in. :)

I haven’t been able to sleep the last few nights (tonight now included), so I decided to grab a new book to read in the hopes it would either knock me out cold or actually teach me something. I picked up iPhone Game Development for about $17 after discount.

I’m barely into the second chapter and the authors are discussing an OOP approach to designing a state machine. After the initial explanation and some sample code there’s a boxed series of paragraphs with the title “The Next Level: Concurrent Access” on page 41, which basically tries to make an argument against developing multi-threaded state managers on a single processor platform like the iPhone. This little nugget from the third paragraph gave me a bit of pause:

Furthermore, there is less to be gained from multithreaded processes on the iPhone because filesystem access is much faster due to the hard drive being much smaller in capacity and responding to only one application at a time.

A couple quick questions off the top of my head:

  1. Where is the “hard drive” kept in the iPhone? Perhaps it’s a fancy new addon I don’t know about.
  2. WTF does the capacity of this mystical drive have to do with its access time?

I realize that writing an entire post about this seems…well…strange to say the least, but I was really looking forward to reading the rest of this book. Now I’m a bit skeptical.

Baby Steps

Wednesday, July 15th, 2009

Ever since I was first exposed to it as a CE undergrad, OpenGL has always intimidated me a bit. I think it’s mostly because of the amount of code it takes to get any output from the damn thing, much less any useful output. Of course, it could just be because my grasp of matrices and linear equations lies somewhere between slippery and non-existent. But I digress…

Despite my aforementioned anxiety, I have a serious need to learn OpenGL backwards and forwards. I wanna write a game. Correction, I wanna TRY writing a game…in 3D…for the iPhone. This combination (along with a lot of others) necessitates learning how to bend vertices to your will. I’ve tried my hand at game programming a couple times. The most recent was writing a Missile Command clone for the Android Developer Challenge. We didn’t win. Apparently they were looking for apps with “features” that were “useful”. Some people are just picky. We did, however, get some good marks from Google for polish and performance afterward. So overall, I’d say it was a great learning experience.

Since then I’ve gotten a bit of Objective-C and iPhone programming experience under my belt from watching the Stanford lectures (which are excellent, by the way) and doing the homework assignments. I also picked up some decent books, which has become something of a ritual prior to starting a new project. But now that I’ve actually started using OpenGL on the iPhone, the task of getting a rendering engine for a game up and running (even a simple one) seems daunting. So…I thought I post a quick shot of some progress. It’s nothing to brag about, but it is progress nonetheless. In the next few months I’ll likely need all the encouragement I can get.

iPhone SImulator