iOS: A Three Year App Development Odyssey

I have spent three years of spare time to create a single App. Upon reflection this seems more than a little crazy until I remind myself that the goal was not so much to get the App out into the world but to teach myself about iOS game development from “soup to nuts”. It was very satisfying to be completely curiosity driven.  This was a complete departure from the ruthless pragmatism that informs the way I code in my day job.

The catalyst was the fact that in my day job I had taken on the role of leading R&D in a start-up. The dev team knew what they were doing and what the company really needed me to do was articulate our vision to customers and analysts. As a result I found I had traded in Eclipse for Powerpoint and Word. After a while I found that I really missed the kind of problem solving that comes with developing software. At the time iOS was really hot and a hobby project in this area seemed like a good idea (admittedly, not an original thought).

When I get a blank sheet of paper I generally do something relating to physics. I had the great fortune to evolve from an undergrad in engineering into graduate degrees in physics. I had nearly gone into physics instead of engineering as an undergrad but I was wisely counselled that engineering had a much better chance of paying the bills – unless I was sure I could be at the top of the class. Good advice – and apart from a sojourn in graduate school my software skills have been how I pay the bills. When Java first came out, during my PhD in general relativity, I created applets that showed orbits in a variety of different forces. It seemed natural to try and link iOS and gravity in some way.

The journey started with something not too different from the old Java code from long ago. I got some basic iPhone code running with Quartz graphics added a bit of touch interaction and simple gravity evolution. It was ok but seemed a bit uninspired. At the time there were people in the startup doing graphics stuff. They kept talking about shaders and GPU code and I was curious about their world. I also thought it would be cool to make the gravity simulation do proper 3D. At this point I probably had invested about five months in iOS to get the Quartz game going. I decided to press reset and start again in OpenGL.

Getting OpenGL up and running was a BIG deal and caused at least a six month hit. It takes a while to have the right mental model of what is really going on in the shaders and without a graphics debugger using only newbie knowledge I ended up doing a huge amount of experimenting. The resource I used at the time was a book iPhone 3D Programming. This was a good introduction to OpenGL ES and I went between it and the Blue Book. I was able to get some reasonable 3D stuff going. I did find the C++ cross-platform framework in the iPhone book a bit unsatisfying. After all I was also trying to get some chops in Objective-C. However, I had running code and started to work on the touch interface and game flow.

During this time, in my day job, I had realized I just did not have the temperament to pitch for a startup and wave the flag day after day. I found a senior software role in a mature company and started to wade through their code. It is hard to adequately convey how bad this code was. As a consequence I started to read about dealing with bad code and started to take Clean Code seriously. This had repercussions in N-body. Since I could not have clean code “at the office” I tried extra hard to keep N-body clean. This resulted in some significant refactoring in N-body.

Then iOS5 came out. It had GLKit routines for math and utility routines for texture loading at a time when I was just starting to realize the values of texture atlases. Again, I rushed towards the shinny new thing and refactored out all the C++ code making some structural improvements along the way. I found it very useful to revisit design patterns in the context of Objective-C. The structure of a language and it’s libraries often informs the style in which common problems get solved. I found Cocoa Design Patterns a big help in getting into the flow of Objective-C coding. Another big bonus was a colleague who had a long history in MacOS development and was generous with his time. I also used this opportunity to go all the way to the bottom in OpenGL. Since I had no strict self-imposed deadline I messed around with how vertices were generated, how the lighting in the shaders work, normal maps for texture simulation, how to map strings into textures into transparent objects, and on and on. (Once iOS6 came along the Xcode OpenGL debugging became much easier. That feature in Xcode is hugely powerful).

In parallel with this I was working through Solar System Dynamics and became entranced with the weird tadpole and horseshoe orbits that occur as bodies oscillate about Lagrange points. I really wanted to show these orbits in the co-rotating frame and find a way to interactively generate some intuition about how variations in starting conditions affect the orbit. This added more time to the development. Then I stumbled into the choreography orbits. These were amazing but didn’t quite hang in there with the integrator I had in my physics engine. This sent me on a detour to learn more about choreographies and change the physics engine to do fourth-order Runge-Kutta evolution.

Finally, it seemed like a good idea to have built-in autoplay for all the levels – so I could regress after making changes to the integrator. This took a further investment in time but one which on reflection was time well spent. I found a number of issues during these regression tests.

Then it was time to polish. This is a challenge for me. I have a half dozen other cool physics game ideas and a shelf of unread books. Somehow I managed to stay focused and get N-body done to a level that I felt I could stand behind. There are things I wish were better, levels I wished I had time to add but I forced myself to just record all the diversionary ideas and after two and half years stop wandering off and stop the feature creep.

Finally, I started beta testing (using TestFlightApp as recommended by a friend – it’s awesome). Bugs were found, discussion on the merits of what the app was and wasn’t were had. After some reworking and a bunch more polish I deemed it was ready to submit.

Okay, I think I get where the three years went.

2 thoughts on “iOS: A Three Year App Development Odyssey

    1. musgrave.peter@gmail.com Post author

      Yes, N-body is now in the App Store (there is a link at the top of the right margin). There is one review with a number of good suggestions I have started to work on.

      I am a bit distracted by “the next game” which will first be released on Blackberry and Android – no predictions about when it will be done. Hopefully much faster than three years this time!

      Reply

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