BLOG

  • SceneKit - From Zero to Hero, Part 6

    Introduction

    We have now already a working game and it’s just missing some parts we have not covered so far. So the goal of this part of the tutorial is to add them now and polish it also a little bit.

    December 29, 2017 - 8 minute read -
    scenekit tutorial games
  • SceneKit - From Zero to Hero, Part 5

    Introduction

    In the previous parts we have laid out a solid base to build a game using SceneKit and SpriteKit. Sure, it’s still rough and also the graphics could be improved, but that’s secondary. The most important is to become something playable. Make improvements is the easier part.

    December 27, 2017 - 8 minute read -
    scenekit tutorial games
  • SceneKit - From Zero to Hero, Part 4

    Introduction

    In the first three parts of this tutorial, we’ve used a straight forward method to let the game run by just using SCNAction. This changes now. In professional game development there is such a thing called game loop. While SceneKit itself has a slightly different approach we can also implement a game loop. Therefore we change in this chapter of the tutorial the architecture and design of the game slightly and come closer to what is needed for a real game.

    December 26, 2017 - 8 minute read -
    scenekit tutorial games
  • SceneKit - From Zero to Hero, Part 3

    In the first two parts of this tutorial, I have created the base for our game and as main part a (simple) Terrain class to build an interesting game arena without too much of effort. Also I have created a Player class, the needed animations and the swipe gestures which allow the user, to control the plane.

    December 23, 2017 - 7 minute read -
    scenekit tutorial games
  • Forget Swift, C# and Java: Learn C++!

    Shocked about the headline? I’m sure you are. But let me explain why… In our industry (especially in software development) we forced to learn new technologies and paradigm all the time. This is true also for programming languages. And that’s good, it gives us work… Maybe you followed the discussions when Swift came up (like C# many years ago) and people start to switch from Objective-C over to Swift. It ends almost in a very religious movement…

    February 17, 2017 - 4 minute read -
    programming
  • SceneKit - From Zero to Hero, Part 2

    In the first part of this tutorial, we have created the base for our game and as main part a (simple) Terrain class to build an interesting game arena without too much of effort. In this second part we bring now our Player class alive by adding a model, create the needed animations and allow the user, to control it.

    October 26, 2016 - 8 minute read -
    scenekit tutorial games
  • SceneKit - From Zero to Hero, Part 1

    This tutorial is a companion work I do parallel on the development of my next upcoming 3D Game which uses just SceneKit and it’s written entirely with Swift 3.

    July 15, 2016 - 11 minute read -
    scenekit tutorial games
  • Oops, have you verified your Game Idea?

    I have always a big list of possible Games in my head (Trello). Ideas which I think could be fun to play and have a potential for success. While “testing” a potential success is not really easy, but the rest can be validated, in my opinion must be validated and covers two steps:

    July 9, 2016 - 3 minute read -
    business games
  • Why I make my most successful App public source?

    SailBook and it’s precursor SailAway is in the AppStore since 2008, so from the very begin. It has generated a solid revenue for 7 years, which is awesome. But at the same time, during the last 2 years the downloads goes more and more down. I think mainly because I have too less time to continuously working on the App. This year I started therefore a major update, which is in reality a complete refactoring using Swift and Realm.

    July 9, 2016 - 2 minute read -
    business apps
  • Awesome Games for the AppStore

    As i have written in my previous post, i have removed all my Apps & Games from the App Store, which are either outdated, have less then 1000 downloads per month or have made less revenue then 1000 USD per month. In the last 9 years, I never lived from my own Apps but from the client projects I have made. No question, some of the Apps have generated nice “side money”, especially in the begin of the AppStore. I always spent just 1 day per week on my own Apps and because i want try out something new, i have to focus now even more. So this are my decisions:

    July 9, 2016 - 3 minute read -
    business games
  • Hey Devs - Remove your Apps from the Store

    After 9 years iOS mobile development, 3 startups and 100+ apps as a freelancer it’s now time to start something different.

    July 8, 2016 - 3 minute read -
    business apps