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Reply to How to add a sort of engraving type of text to a mesh in SceneKit?
Boolean mesh functions are a little involved and not part of the frameworks last I checked. Not unless you get into voxels. You might look into applying this as a map instead. Normal maps can give the appearance of depth. It's easier to do this in 3D modeling software such as Blender and import the results. You'll need to understand the relationship of the UV map to the 3D vertices to do this programmatically.
Topic: Graphics & Games SubTopic: SceneKit Tags:
Jul ’24
Reply to Apple Search Ads language glitch and odd replies
I just canceled the attempt to use Basic. The anonymous TechSupportGPT style replies were less than impressive and took 10 days to make any progress. The max spending was exceeding FB ads and still not spending. They also say one country isn't localized yet it's the exact same process used in all other localizations and they seem hung up on the fact that it uses the screen shots from the default localization. Which they admit is supposed to work that way. And all the other localizations use this without error. No indication in Connect that I need to do anything special for one localization. Just Basic ad's TechSupportGPT copypasta repeating it while seemingly failing to comprehend the questions. And I don't know if I'm talking to an LLM in those emails although they don't deny it. It's either an early version or a bad impression of one. But Apple needs to upgrade whichever they are using.
Jul ’24
Reply to SCNNode Pivot and Position
You should set the position as well. So you have your bounding box: var min = SCNVector3Zero var max = SCNVector3Zero node.__getBoundingBoxMin(&min, max: &max) The pivot at center: let pivot = SCNMatrix4MakeTranslation( min.x + (max.x - min.x)/2, min.y + (max.y - min.y)/2, min.z + (max.z - min.z)/2 ) This pivot is at x: m41, y: m42, z: m43 let posShift = SCNVector3( pivot.m41, pivot.m42, pivot.m43 ) so node.pivot = pivot node.position = posShift
Topic: Graphics & Games SubTopic: SceneKit Tags:
Jul ’24
Reply to How to reduce draw call count in RealityKit
I tried the code awhile back but couldn't get .showStatistics to work in RealtyKit without crashing. Do you know possibe reason for that? I've only tackled draw calls in SceneKit and just now converting one of those projects to RealityKit. I wanted to compare your code with using Clone. Even though it looks like there shouldn't be a difference.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jun ’24
Reply to How to use GCVirtualController directly with SKScene?
I know this is an old thread, but I just now tackled this issue myself. Reading this thread several times. But I was finally able to see the virtual controller on the second VC. If presenting the second VC, it covers the virtual controller. You can see it briefly when dismissed. But using the navigation controller and self.navigationController?.pushViewController(secondVCName, animated: true). it is no longer hidden. I'm not exactly sure why I can't get it to display above a modal presentation of a VC but it does work when using UINavigationController.
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Jun ’24
Reply to Rejected, 4.1: Copycats
That all sounds reasonable to me. I don't work for Apple so you can dismiss everything I say and probably should. I'm just guessing and putting myself in the reviewers shoes. Plus I played them on Poki which may be different than the mobile apps. Trying them again, I see 4 is more different than 3 than I initially gave credit for. But there is a key difference to a mobile app and most Mario games. They can't add a level editor to Super Mario 3 on NES. Most of their games are on cartridges and formats that can't be updated readily. And even if they could, they have no IAP method for getting paid for their new content. Versus an app on the app store where you can keep it fresh and easily add new features.
Jun ’24
Reply to Rejected, 4.1: Copycats
I don't know. But I did notice when trying to find a little game I made, there was a bunch of games that looked like clones of each other with subtle asset variations and title changes all above mine. They may be legit. I didn't play them. Plus they had been there for a while. I suspect the store may have heard some flak about that kind of thing from other devs. They may now be sensitive to any hint of that kind of possible manipulation. You don't want your app buried under fifteen different versions of someone else's app after you spent a year or more on it. I just played your game. It looks legit to me. It's fun. Reminds me of Robot Unicorn Attack despite a different mechanic. But 4 does look like 3 and 2 to me. Same assets, mechanic, and everything game wise. I wouldn't expect review to deep dive into the differences. I'd probably merge some of these if they were mine. I think of "Improvements" as more for version numbers of the same title. Not different games entirely. Have "G-Switch" as the app and then just add features to it. And for different maps and storylines, add those as IAP as you develop them. Like V2, V3, V4, etc. All in one. Then for something different enough that it can't even use the same code or assets, that is when it needs to be a new app. That probably touches on what the reviewers are thinking to. If new features obsolete the old games then why host the old games? It's got to have something really different to keep people wanting to play the old game as well as drawing people to the new. If it's too subtle for that, it should be an update to an existing app. IMO.
Jun ’24
Reply to OpenGL ES support on Apple Silicon Simulators
See if this does anything. I had some issues that required it but it's been long commented out. Maybe when I was on my old MacBook and Apple was moving to Metal. I honestly don't remember. #if targetEnvironment(simulator) sceneView = SCNView(frame: .zero, options: [SCNView.Option.preferredRenderingAPI.rawValue : NSNumber(value: SCNRenderingAPI.openGLES2.rawValue)])//SCNView()//ARSCNView() //sceneView.renderingAPI = SCNRenderingAPI.openGLES2 #endif
Topic: Graphics & Games SubTopic: General Tags:
Jun ’24
Reply to Placing text over images
You can use attributes in NSAttributedString to stroke the text and help it pop out from an image. If you resize the text and overlay it, it won't line up with each character Which can be used to some effect. But you can also stack labels of the same font size with different attributes to help create more contrast as well.
Jun ’24