I have a feeling I don’t fit the profile for the average iPhone developer. I bet a lot of them come from Mac or Web development backgrounds. On the other hand, I come from over the years of professional game development on consoles and PCs, which gives me a different perspective on things. When I hear developers complaining about Apple’s approval process to put something on the App Store, I can’t help but laugh and wish they had a taste of submitting an Xbox or PS3 game for approval. Now, that’s a real bitch! On the other hand, long-time Mac developers will be throwing around all these API names and classes like everybody learned them in kindergarden.
I’ve only been doing iPhone development for a few months, so I don’t claim to know everything. But they have been some intensive couple of months, that’s for sure. This is my attempt to share my experiences, and hopefully encourage more game developers to take the leap and consider this really fun little machine.
As I explained in a previous post, I was a Mac-virgin. Sure, I had used one here and there, but never as my primary platform. Not only was I able to get up to speed and functional in a matter of days, but I totally love it and switched to it as my main computer. So, with that out of the way, how about the iPhone development itself? Over the next few days (or weeks, depending how busy I get), I’ll try and cover the major areas of iPhone development that I’ve experienced so far.
Let’s get the most obvious one out of the way: Objective C.
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