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Category Archives: iPhone

Porting a Fixed-Function Game to a Programmable Pipeline: Part 3

I’m porting Crush the Castle from a fixed-function, OpenGL 1 renderer to a programmable, OpenGL 2 renderer. In the last couple of posts I described how I separated my initial fixed-function renderer into three distinct classes: An abstract Renderer interface that the game itself talks to A concrete implementation of the Renderer interface that uses [...]

Also posted in Crush the Castle, programming

Porting a Fixed-Function Game to a Programmable Pipeline: Part 2

This series of posts is about converting an existing OpenGL 1 renderer into a “dual,” abstract renderer that can speak to either OpenGL 1 or OpenGL 2 depending on what the hardware supports. In the particular case that I’m working on, I’m taking Crush the Castle, which was written for OpenGL 1 hardware on the [...]

Also posted in Crush the Castle, games, programming

Porting a Fixed-Function Game to a Programmable Pipeline: Part 1

I’ve started work on porting Crush the Castle from the iPhone/iPod Touch to the iPad. I thought I’d share some of the technical issues I’ve encountered while expanding the Crush the Castle renderer from an OpenGL 1-based system to a system that supports both OpenGL 1 and OpenGL 2. When my daughter wants the iPad [...]

Also posted in Crush the Castle, games, programming, technology

An Update for Crush the Castle is On Its Way

An awesome new update for Crush the Castle is on its way to the iPhone App Store. The update adds a whole new continent with 40 additional levels, three insane new weapons, improvements to the editor, even faster performance, and more. If you haven’t tried Crush the Castle on your iPhone or iPod Touch, the [...]

Also posted in Crush the Castle, games

How to Get Your iPhone App into the Top 10

This week Crush the Castle hit the top 10 list on the iPhone App Store. I’ve helped release a dozen iPhone/iPod Touch apps in the last year and a half. Some have made money. Others have tanked. But Crush the Castle is the first to have climbed to the top echelons of iPhone apps. It’s [...]

Also posted in games, programming, technology

New iPhone Game: Crush the Castle

This summer I made a new game for the iPhone and iPod Touch. You should play it, ’cause it rules. Crush the Castle gives you a trebuchet (a sort of giant catapult) and challenges you to knock down enemy castles in as few shots as possible. If you like building things and knocking them down [...]

Also posted in games, programming

Why You Do Not Want to Make an iPhone App

I’ve been making iPhone apps for over a year now and I have one thing to say: Don’t do it. The iPhone looks like a dream platform. A large user base (about 30 million). An excellent attach rate, with most users downloading dozens of apps. Lots of “cool” factor. It’s a place where you want [...]

Also posted in games, programming

Get Phit

Phit for the iPhone and iPod Touch is now available from the iTunes store. Get Phit!

Also posted in Phit, games

iPhone 3D Renderer

Progress on porting Phit to the iPhone has moved quickly this week. On Wednesday I set out to port my 3D renderer from Windows to the iPhone. This is a renderer I’ve maintained for several years and which I use in teaching 3D rendering for games at the Guildhall. (A renderer is a piece of [...]

Also posted in Phit, games, programming, technology

iPhit Coming Soon to iPhone

Since the release of Phit last year, this simple, addictive puzzle game has become one of the web’s most popular past times. Now it’s time to spread the word that Phit is coming to the iPhone. For the past few weeks I’ve been working with Armor Games to port Phit into a native iPhone application. [...]

Also posted in Phit, games