Writing a "Brushes" quality drawing app, need book and resource recommendations - iphone

I've spent about a week reading all the freely available information on iPhone drawing, animation, and OpenGL. Using the available iOS drawing examples like Apple's GLPaint and Quartz sample apps I've written a few versions of a painting tool, but I've hit many limitations which I think is due to "not knowing what I don't know." Quartz is easy to use and fast initially, but slows to a crawl after 20 or 30 paths due to having to rerender the context with every addition. OpenGL stroke rendering seems slow in general (GLPaint app) and makes the UI touches lag and feel "cheap". A search through Amazon and the forums has not revealed any great book or resource recommendations on low level iPhone drawing technologies that could help me become technically proficient enough to write a high performance app with a user experience and visual quality as good as "Brushes" or "Adobe Ideas 1.0". I'm not trying to get free code, I want to learn and I'm willing to pay for learning tools!
Suggestions? Guidance?
Edit: I'm surprised at how few books are out there. I'm making progress, drawing paths that are responsive even when there's many of them and planning an easy undo feature, but still wondering about how to have an erase feature and undo at the same time. Erase will require the scene to be rasterized I suppose, and then undo would have to be done by cacheing screenshots instead of just keeping track of paths.

Look into CGLayers. This will allow you to cache some of your drawing and not be forced to re-render everything each time it changes, but rather only draw the changes. You'll need to do a little work if you want to add undo/redo support, but this should alleviate some of your performance issues.

Related

Would it be difficult to have AwesomeWM use the cairo-gl backend of cairo?

Basically, the question. As far as I know, AwesomeWM does not use the cairo-gl backend when using cairo.
Would it be difficult to make AwesomeWM maybe check "do we have a gpu? if yes, do we have OpenGL support? if yes, use the cairo-gl backend. if not, use the software renderer." I am asking this because it would be nice for things like fast (100 fps+) animations.
There are reasons why the Cairo OpenGL backend never became very popular and why the Vulkan one was abandoned. Cairo was also abandoned by Safari, Firefox and Chrome because they could not improve the speed much further.
Cairo API uses a "context" (cr) object to track the painting operation as part of transactions (which are completed with calls such as :fill(), :paint() and :stroke()).
All of those are state machines that heavily depend on the CPU to synchronize them. So even if you use painting primitives from OpenGL, the control flow remains pretty much the same. This nullify any performance advantages because for the efficiency gains you get from processing in the GPU, you had a ton of context sync between the CPU and GPU.
Something like the Skia library (and QtQuick) is better suited to unlock the GPU power. They use a different mechanism to to sync the state between the application side scene graph and the GPU textures. This is a lot closer to a 2D game engine than a traditional painting API. However Skia has its fair share of problems too. The largest is the lack of official API stability (idk if that has changed). The other, for Awesome in particular, is the lack of proper Lua bindings which are compatible with glib event loop.
Last, but not least, all AwesomeWM widget boxes (wibox, wibar, titlebar, etc) are managed by the same CPU thread. This is the real bottleneck for animations, not the painting speed. Every frame requires the Lua VM thread to perform every single Cairo transactions and repaint every affected areas. Then, with the OpenGL backend, it would have to to sync every each of those individually to the GPU.
So, tl;dr, it would not be faster and it would be less stable. If you need more speed, you can work on improving how LGI works. Changes like this one could make it ~5x faster. Of course, ensuring this is done properly and regresses nothing wont be trivial. But it's a low hanging fruit to increase the FPS.

What is the best way to work with a user interface/user experience designer on an iPhone app?

I have a friend who is a graphic designer & user experience designer who will be collaborating with me to develop an iPhone app. He does not have previous iPhone experience. What is the best way to work with him on developing the user interface, i.e. custom colors for UITableViews, UIButtons, etc? We've looked into Photoshop mock ups, but that depends on me (the developer) implementing what he drew in Photoshop, which might get tricky.
Most of the methods I've thought of have long turn around time, i.e. he uses Photoshop, sends me the image, I develop, send him a test build of the app, he doesn't like it, rinse, lather, repeat.
Do you think it's feasible to set him up with Interface Builder so he can modify XIB files? Potentially, he could build and run the app in the simulator...
Does anyone have experience doing this? Any suggestions?
Thanks much,
-dan
This goes for a developer or designer. The best way in my opinion is to mock up designs in photoshop, debate on what is good and what is bad, then send the final mock ups to the developer.
The reason you want to do it this way is because your designer can't do everything he wants to do by simply using the IB. You need to allow your designer to express his creative freedom without the burdeon of figuring out how to use a piece of software correctly.
You can find plenty of templates of iPhone and iPad components on the web. Having those components will make it very simple for your friend to put together concepts. It will also keep things consistent so you can have an easier time implementing them.
A Great Collection of iPad Resources
iPhone Materials
One suggestion is to start with the elements that do not need graphic design but you know they will be there, this will be things like table views, tab bars, any UI element provided by UIKit or even custom UI elements that you make...I would say you will probably have most of your app made by this approach and will look VERY plain...once you have that basis you should be able to work with the graphic designer and identify where and what he needs to make, it should also be pretty easy for you to integrate it since it will probably be mostly images or textures, things like animations and such will have to be handled by you anyway...just a suggestion, hope its helpful
Omnigraffle is your best bet for quickly mocking out UIs. It produces nearly photorealistic mockups. It's easy for non-artist to use but can also utilize imported images of arbitrary complexity if he needs to do something fancy.
If you want my advice, keep the graphic designers away from the app until it is fully functional logically. They should only be brought in at the end of the process to tweak the UI.
They cause train wrecks if they come into the process early. Everybody in that field has been trained first and foremost to create visuals that attract attention. In an UI, that always translates into flashy, non-standard elements that turn into annoyance with repeated use. A good UI is essentially invisible to the user. Ideally, they should notice it only because they notice that they don't notice it. (It's all very Zen.)
People trained to attract attention in the blizzard of competing images of a media saturated world don't make invisible interfaces. They make "in your face" and "look at me!" interfaces that get old in a hurry.
Don't get me wrong: a good graphics person can really enhance an interface by the skillful and subtle use of proportion and color. Unfortunately finding a good UI graphics person is a challenge. Be prepared for fights over what works transparently versus what looks cool and draws attention the first time you see it.

OpenGL ES and real world development

I'm trying to learn OpenGL ES quickly (I know, I know, but these are the pressures that have been thrusted upon me) and I have been read around a fair bit, which lots of success at rendering basic models, some basic lighting and 'some' texturing success too.
But this is CONSTANTLY the point at which all OpenGL ES tutorials end, they never say more of what a real life app may need. So I have a few questions that Im hoping arent too difficult.
How do people get 3d models from their favorite 3d modeling tool into the iPhone/iPad application? I have seen a couple of blog posts where people have written some python scripts for tools like Blender which create .h files that you can use, is this what people seem to do everytime? Or do the "big" tooling suites (3DS, Maya, etc...) have exporting features?
Say I have my model in a nice .h file, all the vertexes, texture points, etc.. are lined up, how to I make my model (say of a basic person) walk? Or to be more general, how do you animate "part" of a model (legs only, turn head, etc...)? Do they need to be a massive mash-up of many different tiny models, or can you pre-bake animations these days "into" models (somehow)
Truely great 3D games for the iPhone are (im sure) unbelievably complex, but how do people (game dev firms) seem to manage that designer/developer workflow? Surely not all the animations, textures, etc... are done programatically.
I hope these are not stupid questions, and in actual fact, my app that Im trying to investigate how to make is really quite simple, just a basic 3D model that I want to be able to pan/tilt around using touch. Has anyone ever done/seen anything like this that I might be able to read up on?
Thanks for any help you can give, I appreciate all types of response big or small :)
Cheers,
Mark
Trying to explain why the answer to this question always will be vague.
OpenGLES is very low level. Its all about pushing triangles to the screen and filling pixels and nothing else basicly.
What you need to create a game is, as you've realised, a lot of code for managing assets, loading objects and worlds, managing animations, textures, sound, maybe network, physics, etc.
These parts is the "game engine".
Development firms have their own preferences. Some buy their game engine, other like to develop their own. Most use some combination of bought tech, open source and inhouse built tech and tools. There are many engines on the market, and everyone have their own opinion on which is best...
Workflow and tools used vary a lot from large firms with strict roles and big budgets to small indie teams of a couple of guys and gals that do whatever is needed to get the game done :-)
For the hobbyist, and indie dev, there are several cheap and open source engines you can use of different maturity, and amount of documentation/support. Same there, you have to look around until you find one you like.
on top of the game engine, you write your game code that uses the game engine (and any other libraries you might need) to create whatever game it is you want to make.
something many people are surprised with when starting OpenGL development is that there's no such thing as a "OpenGL file format" for models, let alone animated ones. (DirectX for example comes with a .x file format supported right away). This is because OpenGL acts somewhat at a lower level. Of course, as tm1rbrt mentioned, there are plenty of libraries available. You can easily create your own file format though if you only need geometry. Things get more complex when you want to take also animation and shading into account. Take a look at Collada for that sort of things.
again, animation can be done in several ways. Characters are often animated with skeletal animation. Have a look at the cal3d library as a starting point for this.
you definitely want to spend some time creating a good pipeline for your content creation. Artist must have a set of tools to create their models and animations and to test them in the game engine. Artist must also be instructed about the limits of the engine, both in terms of polygons and of shading. Sometimes complex custom editors are coded to create levels, worlds, etc. in a way compatible with your specific needs.
Write or use a model loading library. Or use an existing graphics library; this will have routines to load models/textures already.
Animating models is done with bones in the 3d model editor. Graphics library will take care of moving the vertices etc for you.
No, artists create art and programmers create engines.
This is a link to my favourite graphics engine.
Hope that helps

OpenGL render state management

I'm currently working on a small iPhone game, and am porting the 3d engine I've started to develop for the Mac to the iPhone. This is all going very well, and all functionality of the Mac engine is now present on the iPhone. The engine was by no means finished, but now at least I have basic resource management, a scene graph and a construction to easily animate and move objects around.
A screenshot of what I have now: http://emle.nl/forumpics/site/planes_grid.png. The little plane is a test object I've made several years ago for a game I was making then. It's not related to the game I'm developing now, but the 3d engine and its facilities are, of course.
Now, I've come to the topic of materials, the description of which textures, lights, etc belong to a renderable object. This means a lot of OpenGL clientstate and glEnable/glDisable calls for every object. What way would you suggest to minimise these state changes?
Currently I'm sorting by material, since objects with the same material don't need any changes at all. I've created a class called RenderState that caches the current OpenGL state and only applies the members that are different when a different material is selected. Is this a workable solution, or will it grow beyond control when the engine matures and more and more state needs to be cached?
A bit of advice. Just write the code you need for your game. Don't spend time writing a generalised rendering engine because it's more than likely you won't need it. If you end writing another game then extract the useful bits out into an engine at that point. This will be way quicker.
If the number of states in OpenGL ES as high as the standard version, it will be difficult to manage at some point.
Also, if you really want to minimize state changes you might need some kind of state-sorting concept, so that drawables with similar states are rendered together w/o needing a lot of glEnable/glDisable's between them. However, this might be sort of difficult to manage even on the PC hardware (imagine state-sorting thousands of drawables) and blindly changing the state might actually be cheaper, depending on the OpenGL implementation.
For a comparison, here's the approach taken by OpenSceneGraph:
Basically, every node in the scene graph has its own stateset which stores the material properties, states etc. The nice thing is that statesets can be shared by multiple nodes. This way, the rendering backend can just sort the drawables with respect to their stateset pointers (not the contents of the stateset!) and render nodes with same stateset together. This offers a nice trade-off since the backend is not bothered with managing individual opengl states, yet can achieve nearly minimal state changing, if the scenegraph is generated accordingly.
What I suggest, in your case is that you should do a lot of testing before sticking with a solution. Whatever you do, I'm sure that you will need some kind of abstraction to OpenGL states.

Pitfalls of developing for iPhone

Are there any guidelines on pitfalls to avoid while developing iPhone applications?
Sure, thousands. The same is true for any software development. Unfortunately, the easiest way to enumerate them is to write them down on a sheet of paper while waiting for a friendly soul to release you from the one you just fell into.
However:
Don't try to reinvent the wheel. The iPhone API is very complete -- you just have to LOOK for the facility you need. Things are NOT always implemented the way you would expect. Read the guides, carefully. Look at the tutorials and analyze how they work. (Try changing a line here or there in the tutorial to see what difference the change makes.) The single biggest mistake I have made in 1 year of iPhone development is not trying hard enough to find the iPhone way of doing something.
Don't ignore memory management; master it early and often. Use the Object Allocation and Leaks tools in Instruments to check for memory leaks frequently. I'd recommend checking after you complete each feature or view; more often than that if you keep finding bugs. Eventually you may understand it so well you can stop doing this.
Don't just use the default build settings. Play around with them to understand what they do. Figure out certification and distribution. GET INTO THE DEVELOPER PROGRAM QUICKLY -- it can take a while to push through that pipeline. [ AND when you get that notification that you need to renew, get it on instantly -- there have been problems with that process. ]
Don't neglect to read the Human Interface Guidelines (HIG) carefully. If they say not to do something -- DON'T DO IT. Apple will reject applications that misuse their iconography.
Don't stint on marketing. Yes, the App Store puts your app in front of millions of people... In theory. But the odds of getting front-paged are slim. There are a lot of great apps on the App Store that haven't sold much because no one knows about them.
Don't rest on your laurels. If a new technology comes out, find out if it makes your job easier; if it does, take the time to learn it. Personal example: I'm just now trying to switch from SQLite-based data management to Core Data, because I was in a hurry at the time I started my most recent project; now I wish I had slowed down and thought about it.
Don't go into your design thinking (for example) "How do I implement my concept with a table view?" It's true that table views are natural for many informational and utility applications, but don't be constrained. Instead, think about what users will want to be able to do, how you can make it easier for them -- put things together that will be used together, etc. If you've never explored the concept of Use Cases, read up on them.
Don't hesitate to build composite views. Many of the questions I have seen here on Stack Overflow have to do with putting a toolbar at the top of a table, or having an image in the background of a text field. I understand the desire to do things the easy way, and as I state in #1 above, if there is an easy way, use it. But in many cases the solution is just to layer a couple of views with appropriate placement and transparency.
Think about what might be Apple-approved from the start.
App Rejected is one of several useful sites to help understand Apple's mostly undocumented standards. (One more.) (A previous question on app store rejection reasons.)
A few quick examples:
Using a UIWebView can get your app a 17+ rating.
Coding with an undocumented/private API = rejected
Version number < 1.0 might= rejected
Not enough feedback about network success/fail = rejected
Too much network use = rejected
Clearly limited free version vs full version = rejected
The word 'iPhone' in the app name = rejected
The above links contain many more examples, and more details about those examples.
Don't neglect the programming guides. While the documentation is quite extensive, the programming guides contains a veritable trove of useful tips and "insider" information that simply cannot be gleaned from reading method definitions. I spend just as much time reading the guides for a technology (say, Core Data) as I do actually implementing it.
Don't assume you know what a method does. If you have any degree of doubt about the functionality of a method, it is well worth your time to go look it up in the documentation to verify.
Wonderful examples from #Amagrammer above.
I would love to add that the first place to start is iPhone development is Photoshop. This is still the best advice I can give to anyone who is starting out. I now use OmniGraffle because it has awesome stencil templates.
What I find is that even for super simple app's, draw up your prototype and look for usability issues and work flow issues. It is 100x quicker to redraw your app than re-code it. I have fallen into this trap numerous times and now actually draw up some pretty simple functionality to see what it will look and feel like.
This advice will save you 10s maybe even 100s of hours in hopefully getting your app right first time and getting you to think through what the issues are. Throwing away code sucks and I have done it not because the code was bad but because it made the usability or solution worse. I think the best of us end up throwing code away and prototyping your design definitely will help in having to RTFM for something you did not have to build in the first place.
If you don't have an great designer, and can't do great design by yourself, then don't even start iPhone app development. This rule only applies if you want/need to make money with your apps.