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Re: [OT] Core Animation is it up to the challenge
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Re: [OT] Core Animation is it up to the challenge


  • Subject: Re: [OT] Core Animation is it up to the challenge
  • From: Matt Long <email@hidden>
  • Date: Fri, 3 Oct 2008 11:53:14 -0600

Someone correct me if I'm wrong, but this is completely *on*-topic. Core Animation, it's capabilities and limitations are very pertinent. I don't know the answer to your question, but I certainly think it's on-topic. I would like to know the answers you get, myself. Then again, maybe you want it off-list as you would like to discuss that other platform. ;-)

Meanwhile, have you seen Scott Stevenson's NanoLife application? http://theocacao.com/document.page/555 . It seems to run very well and there are many objects moving around the screen at once. Of course your mileage is likely to vary on that other platform that we will soon be able to talk about.

Also, there is a lot you can do with Core Animation layers including OpenGL. Take a look at CAOpenGLLayer for more information on that. Whether it's available on that other platform will also be something you'll have to investigate yourself.

-Matt


On Oct 3, 2008, at 11:32 AM, development2 wrote:

This is off topic, just want to get some peoples opinion on this.

I have been asked to port a game from Flash to the Mac (actually the iPhone, but that does not matter in this case). I am wondering if Core Animation is up to the task, of display and moving 30-50 units on the screen at one time, along with missiles and such. So possibly upwards of 70-100 items moving on the screen at once. The original developers are very concerned that Core Animation is not up to the task, when I mentioned that Core Animation would be the way to go. Does anyone have any experience with Core Animation and games? And what kind of results do yoy get with lots of items moving within Core Animation layers at one time?

Please answer off list so we don't clog up the list please.

Thanks,
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