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moshberm

Why is CocoaPods better than git submodules?
Re:Learning Notes – Beginning Objective-C Programming on Monday May 05, 2014 @08:39AM (#7698174)
Localhost?
Re:Show HN: Whit - Access any kind of data through SMS on Sunday May 19, 2013 @11:12AM (#5733045)
Might be turned off at the moment.
Re:Show HN: Whit - Access any kind of data through SMS on Sunday May 19, 2013 @02:21AM (#5732036)
Whoops! Should've mentioned that. :-D
Re:The Reliability of Go on Tuesday May 14, 2013 @02:28PM (#5706926)
What happens if Google decides to send Go the way of the RSS reader, the SMS search, and the dinosaur?
Re:Show HN: A UIKit Game Engine on Sunday May 05, 2013 @03:30PM (#5659445)
Cocos2d (at least when I was using it) engendered some really bad anti-patterns in regards to memory management and architecture. MBTileParser doesn't just offer a way to show graphics onscreen, but it considers the MVC architecture in a way that cocos2d doesn't. (When I started, cocos2d was somewhere between 0.9 and 1.1. The state of the engine has very likely improved since, but that's why I wrote this.) Cocos2d didn't even support ARC back then.
Re:Show HN: A UIKit Game Engine on Sunday May 05, 2013 @03:28PM (#5659440)
The performance of MBTileParser is fantastic. I've profiled map loading to take under 300 milliseconds. I wouldn't necessarily use this for an action game, but for RPGs, this is more than sufficient.

With a UIKit engine, you don't have to deal with OpenGL and UIKit fighting for performance.

Re:Show HN: A UIKit Game Engine on Sunday May 05, 2013 @12:07PM (#5658763)
Added it.
Re:Show HN: A UIKit Game Engine on Sunday May 05, 2013 @12:00PM (#5658724)
Landow? No clue what you're talking about, but feel free to email me - my handle at gmail.com
Re:Show HN: A UIKit Game Engine on Sunday May 05, 2013 @11:30AM (#5658597)
Ok, added. Thanks for the feedback!
Re:Show HN: A UIKit Game Engine on Sunday May 05, 2013 @11:09AM (#5658517)
This wasn't about efficiency for me. When I wrote this, I didn't know OpenGL, but I already knew how to work with UIKit.

I started with processing TMX files and Texture Packer files, just to see if I could get UIKit to load them. Once I had that working, I added virtual controls, basic dialog, and basic game state.

Re:Show HN: A UIKit Game Engine on Sunday May 05, 2013 @10:55AM (#5658477)
You're right, sorry. I've gotten better at this sort of release since posting this repo. I'll add some screenshots to the project.
Re: on Monday March 25, 2013 @05:43PM (#5439914)
A friend of mine started making these wickedly cool sculptures out of the tops soda/pop soda cans. He's been posting to FB for a while, but he just opened a website. I think it's amazing, so I'm sharing it here.