iPhone dev
After an insane amount of headbanging I’ve finally managed to get a working toolchain up and running, compiled, deployed and run a game on my iPhone. The Jailbreaking part wasn’t too hard (just followed the instructions in the Jailbreak 1.1.2 package), but getting the compiler, libraries and paths set-up was a complete nightmare. (Those of you thinking about doing the same under Leopard, just follow the instructions here and make sure you set up your .arm-cc-specs file).
So, is it any good? Yes! Having played with Installer.app and a few of the recently released packages, theres already a ton of good stuff out there. I was a bit disappointed with the speed of NES.app but the ScummVM port runs beautifully (and is perfectly suited to the screen/interface). Theres a pretty nifty version of solitaire.
In terms of picking apart source (is there a better way to learn?) the first thing I dug around was Bounce by CeD (source code here). This led on to a real seam of practical learning bits, using a lot of the different aspects of the device (including multi-touch, tilting), at the iApp-a-Day page (all of the code for each application is available here).
It looks like a pretty good development environment. UI bits and pieces are handled by UIKit, and you have a reasonable graphics library with CoreGraphics for blitting, bitmap manipulation. Not had a play with any of the OpenGL|ES stuff yet. I’ve got a few ideas I’d like to work up, but will probably spend a little while getting to grips with Objective-C and the libraries first. What fun!
Update: Theres an ideal OpenGL example here by Andrew Willmott. Shows how to render an OpenGL scene within a normal Application.


links for 2007-11-28 (Leapfroglog) on November 28th, 2007
[...] handcircus » Blog Archive » iPhone dev Oliver starts sinking his teeth in indie iPhone game dev and likes what he sees on first sight. Will be paying close attention to any stuff that might come out of this. (tags: iphone gamedevelopment indie) [...]