Archive for the ‘Featured’
GDC 2010: The Best of Both Worlds: Using UIKit with OpenGL
Here are the slides for my session at the GDC iPhone Summit, The Best of Both Worlds: Using UIKit With OpenGL.
It was a 30-minute slot, so the material is pretty condensed without the chance to expand on the topics. I’m giving an extended version of this talk at 360iDev in a few weeks, so I’ll [...]
Making A Living (Barely) On The iPhone App Store (aka The Numbers Post)
The App Store is a very hit-driven environment. A few apps sell a large amount of units, and the great majority sell next to nothing. That’s somewhat similar to the music industry, except that the audience for music is much larger, so both the big hits and the small players get more sales. We’ve drooled [...]
All About In-App Purchases Part 2: Selling The Goods
The last entry about in-app purchases left off with the products correctly displayed on the store and ready for purchase. Let’s push that buy button!
Purchasing a product
The store is fully populated, the items are displayed and, if all goes well, the user presses the buy button. What now?
At this point I check that in-app purchases [...]
All About In-App Purchases Part 1: Displaying Store Items
Ever since Apple announced OS 3.0 with in-app purchases, I knew I had implement it in Flower Garden. The concept of in-app purchases fits very well with the idea of a flower shop where virtual gardeners can purchase extra items for their gardens. It was just a matter of justifying the time necessary to implement [...]
Data-Oriented Design (Or Why You Might Be Shooting Yourself in The Foot With OOP)
Picture this: Toward the end of the development cycle, your game crawls, but you don’t see any obvious hotspots in the profiler. The culprit? Random memory access patterns and constant cache misses. In an attempt to improve performance, you try to parallelize parts of the code, but it takes heroic efforts, and, in the end, [...]




