ngmoco:)


At ngmoco, cultivating an intellectually honest exchange of ideas and dialogue around the development of iPhone games is important to everyone at the company. The purpose of this blog is to highlight what we're learning as a company. In this space, expect to see interviews with leaders in iPhone gamemaking, data analysis and market trends on the iPhone games business, post-mortems, case studies, development techniques and code samples from ngmoco’s games, and regular blog entries on a variety of topics germane to making iPhone games.
May 22 2009 :)
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Stanford University and Apple were kind enough to invite me to speak at today’s iPhone App Development class. (Here’s a link to the presentation, which is now up on iTunes). I gave students an overview of iPhone OpenGL optimization techniques and showed a demo of a fireworks app as well as my new game LiveFire.

Here is the full source code for the Fireworks demo I showed today:

http://skyfell.org/downloads/Fireworks.zip

This is basically the effect that I used in Dropship and MazeFinger. If you are new to OpenGL on iPhone, or OpenGL in general, perhaps you may find it useful in some way.  Please don’t just recompile and sell this… Add something cool to it.  I’d love to see:

  • More types of fireworks
  • Rocket trails
  • Smoke plumes
  • Music
  • Crowd cheering sounds

If you send any cool changes you make to me, I might update this blog with your new features!

Tim Omernick
ngmoco:) Creative R&D

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