Category Archives: Game Programming

Observable Events Revisited

Back in May of last year I wrote about my ObservableEvent library, which is a simple, efficient observer pattern written in Swift. You can see the original post here. Since that time there have been a couple of things that … Continue Reading

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GameSoundEngine: A simple sound engine for iOS games

Recently while working on my latest SpriteKit game, it came time to start adding sound to the game. Looking back on how I implemented sound in my prevoous games I had always relied on a sound library to help with … Continue Reading

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SpriteKit universal app using SKScene scaleMode

Writing a SpriteKit game as a universal app that runs on all iPhones and iPads can be challenging due to all the different screen sizes and aspect ratios. Fortunately SpriteKit provides a scaleMode property on SKScene objects to help solve … Continue Reading

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SpriteKit shaders

In todays competitive market mobile games need to be highly “polished” in order to be successful. One important aspect of making a game “polished” is adding subtle little animations that make the visuals interesting and engaging, providing extra eye candy … Continue Reading

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Observable Events in Swift

When writing code for video games there are certain design patterns that always seem to come up. The observer pattern is definitely one of those patterns. Take for example the iOS game I am currently working on, where each level … Continue Reading

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