======= Core Techniques is the result of a presentation I held at the Technical University of Munich during the 'iOS Game Design Seminar 2012'. It serves as a hands-on introduction to the fundamental concepts of CoreGraphics and CoreAnimation on the iOS and OS X platforms.
======= The projects structure is fairly straight-forward and there's two possible points of entry. You can either take a look at the CoreGraphics+AnimationForSuperheroes.pdf document and check out a brief introduction into the main concepts of CoreGraphics and CoreAnimation or you can jump right into the code by opening the 'CoreGraphicsSeminar.xcworkspace' in the 'src' folder. There's two projects in the workspace, that you're very welcome to both improve and learn from.
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Core Techniques is a collection of various examples on how the most common techniques are implemented and used. Those include:
- Color Fill
- Gradient Fill (Linear and Radial)
- Simple Paths
- Bezier Curves
- Clipping (Standard and Even-Odd)
- Creating custom-drawn Buttons
- Simple Translations
- Translations with Hit-Test Triggers
- A very primitive 'CoverFlow' with 3D Transformations in CoreAnimation.
======= CoreBirdy was primarily made to test the performance of slightly more complex drawing on the iOS devices and the results were fairly interesting. While in fact the drawing performance in Quartz is slower than using an image in this case, it's still very good (and resolution independent!). (Note: The Bezier curves are of fairly high degree! >20).
Please note that CoreBirdy is intended as a proof-of-concept and should be regarded as such.
Copyright (c) 2011, Philip Kluz ([email protected]) All rights reserved.
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