Author Archives: Kevin Doolan

Stability through Simplicity and Automation

Development

3D Bookshelf has been out on the App Store for just over two months now, and we’ve had over 25,000 sales in that time. We’ve been very lucky. Apple decided to feature us in ‘What’s Hot’ and ‘New and Noteworthy’ and helped us get great exposure. We didn’t count on this because the odds are … Continue reading

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iPhone OpenGL ES Performance

Development

EDIT: This article was originally published on my personal blog in March ’09, and applies to Generation 1 and 2 hardware.  I’m republishing this article (and its predecessor on UtopiaGL) here to serve as a base for future posts on UtopiaGL. Fine tuning 3D code can be a black art, particularly if you are new … Continue reading

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iPhone 3D Engine Development

Development

EDIT: This article was originally published on my personal blog in January ’09.  Since then, UtopiaGL has been further developed and used in most of the work we’ve done here at Ideal Binary.  I’m republishing this article (and its follow-up on performance) here to serve as a base for future posts on UtopiaGL. Last month … Continue reading

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OpenGL ES Environment Mapping

Development

OpenGL ES 1.1 doesn’t come equipped with Sphere Mapping. This is in contrast to its desktop non-ES counterpart. Sphere mapping is a fairly important part of any rendering engine, so having support for it is pretty much a requirement. Thankfully it is easy to reproduce in OpenGL ES. In fact, if you can tolerate ‘fake’ … Continue reading

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National Lottery iPhone App

News

We recently teamed up with Marino Software to do some work for them on the Irish National Lottery App (published by Agency.com Dublin).  Aidan and I wrote the physics simulator and OpenGL pipeline for the Ball Drum used to generate random numbers by shaking the iPhone / iPod touch.  We are delighted to say the … Continue reading

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