Swift is a joke! Yup, even Swift 2.0

As I’m coding away in a Swift-only project, this happened: Admittedly, I’m already unhappy with how working with Swift 2.0 currently feels like. Thanks to all the bugs in Xcode 7 beta and OS X 10.11…

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Can we combine GameplayKit agents with SpriteKit physics?

Yes, we can! It is however tricky to make the GameplayKit agents behave like physics objects. It’s the same problem as if you were moving a physics-enabled node with SKAction instances. Problem is: physics wants to…

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SKShapeNode is only meant for debug drawing!

It’s not immediately obvious from the SKShapeNode class reference, but it’s there (highlight added by me): Shape nodes are useful for content that cannot be easily decomposed into simple textured sprites. Shape nodes are also very useful for…

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GameplayKit: How to implement Adam Martin’s Entity Component System

GameplayKit’s Entity Component System (ECS) has been criticised for being a “disappointing mess” and “not an ECS”. I wouldn’t go nearly this far to say the least, but fact remains: Adam Martin’s variant of ECS…

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GameplayKit: what does it bring to the table?

You may have learned about the various GameplayKit classes and perhaps seen some demos. But from a high-level perspective I find the documentation somewhat lacking. So let’s see what GameplayKit offers and makes possible. But…

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TilemapKit will embrace GameplayKit!

As I’m reading through Apple’s GameplayKit documentation (class reference) I’m getting more and more excited. Pathfinding Entities served on a Grid I’ve recently promised pathfinding as the next big feature in TilemapKit. I was just about to…

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