onsdag 14 april 2010

Concept Sketch!

I made a small sketch for my next project earlier today, expect more to come!







No coding update today!

Joakim Rosenstam

-- Posted From My iPhone

tisdag 13 april 2010

A small update

Hello dear Reader!

I've been working some more with the Engine ( still haven't figured out a name ) and I've started to work on a .obj model loader! So far it's pretty slow and the rendering of models still needs a bunch of optimizations, but I'm able to load a triangulated .obj file, with textureCoordinates and normals. I haven't started the work on lighting/normals, but all the info from the .obj is being loaded correctly into the engine.


As you saw on the screenshots in my last update, I got particleEmitters up and running. I will need to rewrite them too use VBOs. Same thing goes for the models. I feel like my framework is growing bigger and bigger, which is great, but I will need to make sure everything works and is easy to use.


When I'm done with models, lighting and sound, the framework is usable and I will try to make something cool in it! I got a few ideas.. Feel free to send me an email if you have any questions about the engine or if you just feel lonely and need someone to send cute mails to!

That's all for now, will try to start post more regular updates. Thanks for reading and showing intrest in my work, I'm out!

Joakim Rosenstam


-- Posted From My iPhone

fredag 2 april 2010

Framework/Engine news!

Hello everyone, I spoke (very shortly) about the new "Framework"
I've been busy working on in the last update, I feel like it's time to show how far along I've come. First thing first, the framework has turned into something much closer to a game-engine then a framework so from now on I will refer to it as a Engine. I made the engine from the ground-up, I use a mix of C and Obj-C to create all the classes that I need.

I got a lot of help from two really good friends, Tommy Vågbratt and Arvid Binder
Ekedahl, and if you guys ever read this, you should know that I'm really thankfull for everything you taught me :). The first
thing I made were a vector and a matrix class, they aren't fully optimized but they are good enough for me. I then carried on with creating a core for the engine, I made alot of small utility classes such as color and vertex classes. I then carried on creating a camera class, and some other neat things to be able to get the most out of Open-GL.

At first I used the same setup on rendering as in the example of Open-GL that Apple provides
(a NSTimer that calls a specified function in a specified
time interval). I had some major problems with that though, I could not get the rendering over 20-30 fps, even when I specified a higher rendering frequency. I also read alot about the way/when NSTimer calls the function specified by the coder and I don't believe that this is a safe way to go for a game-engine.

The way I handle, update/render right now is fairly simple. On startup a second thread is started that updates and renders all game
data. This means that I can choose if I want a locked interval of update/render calls or if I simply want to update/render as fast as the iPhone/iPod can.



If you look close at the screenshots you will notice that the newer
ones miss the debugtext, this is a issue that I bumped into when switching to a multithreaded approach. Apperantly all uiobjects, such as
UILabel, have to be updated in the main-thread. So that is on my todo-list.

Well that pretty much everything so-far!
Am I keeping somethings hidden/unexplained?
Of course I am! There will be plenty of updates on my new project/projects, just wait for it :)

Joakim Rosenstam

And yeah, if you have any questions/comments/ideas
toss me an email
(joakim.rosenstam@hotmail.com)
and I will answer as fast as possible!


fredag 5 mars 2010

10.000+ Downloads!


Just want to thank everybody that downloaded my apps. The total count of downloads is now: 10.986, with an avarage of 50 downloads per day! To celebrate this success two of my apps are now made free and will stay free for ever, if you haven't downloaded iKeepScore and iThinkQuick already, do it now, they are free :).
iSpark is still available so if you like sparkly and shiny things, take a look at it.
The news flow has been a bit dry, this is due to the fact that I've been realocted and quite busy at work. But do not fear, I'm in the middle of creating a framework that will allow me to make more apps, faster than before. More news on this will come soon.

Thanks to the guys over at AppFigures for the great stats compiler!

Have a great weekend!

-Joakim

torsdag 31 december 2009

Let me introduce: iSpark

First of all, thanks to the man/woman at Apple who reviewed iSpark in 48 hours! That's a new record for my apps, and I'm really happy about it being released before the new year .

This is what I wrote in the description on the Appstore:

"iSpark is a Particle Manipulator that lets you play around with 4 individual particle launchers. Each launcher can be customized using the sliders, you can choose size of the particles, growth, number of particles launched, speed of particles, you can even change the shape of the particles!
iSpark is the perfect app to play with during boring busrides, lectures or meetings. It's silent, fun and the result of a couple of minutes of tinkering is usually quite breathtaking.
Directly when you start the app there will be a tutorialvideo explaining the basics of the app, after that you're on your own, but you can always restart the app to see the video again.

iSpark manages 1200 particles when all the number sliders are at the far right, this means some pretty tough calculations for you iPhone/iPod, don't throw the app away if you get low framrate, try waiting for a bit or restarting the app. iSpark uses the accelerometer to affect the particles, try rotating your device to get different effects. It's also the perfect app for the holiday, celebrate the new year with 100% safe fireworks!"

And now to the nice part, it's free for NOW, it will be free for 2-3 hours so hurry up and download it now before the price is rised to the unhuman price of 0.99 $...



Have a great New Year's Eve!

Joakim Rosenstam

fredag 25 december 2009

News and a Contest!!!

Good news first

As some of you might have heard, I'm working on a new app, this app will be released sometime in the beginning of 2010, I still need to work alot on the UI but all major functions of the app is already done.




This time I'm really pleased with my work, the new app is a "particle manipulator", which basicly means that you have control of a number of particle emitters :). So far you control 4 emitters and you can move them, change number, size, speed and alot of other varibles. You can also manipulate the color and shape of the particles for each of the emitters.

Contest

Yes I shall have a contest! I need help with comming up with a good name for the new app, if you got a good name for it, post it here in the comments or send it too me by mail at: joakim.rosenstam@hotmail.com.

The rules are the following:

* The name of the app cannot be offensive.
* The name of the app needs to be really awesome, not just "P4rticl3s".

Don't take the contest to serious, I will however reward the winner with... Well we have to see about that later, but the winner will most definitely have his/her name somewhere in the new app :)

That is all for now, more info will come soon, happy holidays!

fredag 20 november 2009

Free For All!

Hello world, it's friday and today I'm feeling good so I decided to cut the price on all of my apps! Yeap that's right all my apps are now available for 0.00 $ ( or 0 kr if your from Sweden ) I will keep the low price only for this weekend.

Check them out and send me some feedback on them!