Post

Replies

Boosts

Views

Activity

Reply to How to play Vorbis/OGG files with swift?
i'm in the process to porting my game to realitykit and i looked at this subject again. it's been 7 years since i started and there is still no new solutions. ai was able to reiterate all my problems and suggested libraries that no longer exist like SwiftOGG chatgpt put together a sample project with the vorbis libraries and it didn't work just like when i attempted. it looked promising tho. anyway, this is insane that the file format used so much and there is no native swift support.
Topic: Graphics & Games SubTopic: SceneKit Tags:
2w
Reply to Is SceneKit depricated ?
Id say it depends on the complexity of your game and features you plan to use. I have a 7 year old scenekit game i just started to port over to realitykit for learning reasons and i keep hitting wall after wall. i have a rockband clone with a 3d selection menu. This menu can have 10s of thousands of songs. Scenekit handled this no problem but in reality kit i cant get the same performance and i havent even loaded textures like cover art. just learned that it doesnt do material instancing so each object is a draw call. I spent two days trying to find out how to do it then there is swiftui. As soon as i add a couple of textviews on top of my scene cpu usage spikes even when idle. Scenekit has spritekit overlays that can do very complex rendering with little overhead. lastly i cant wrap my head around changing scenes. Scenekit scene presentation and transitions are easy to understand, with realitykit seems like i need to empty the scene and repopulate it Losing my music menu state and having to reload all the assets again. With scenekit i can elegantly transition back to the selection menu just as i left it. i wouldnt worry about a game in scenekit breaking in future OSs. Realitykit has a long way to go and imo scenekit is way more flexible. Im quite shocked how slowly it was progressed. scenekit matured just a couple of years after introduction.
Topic: Spatial Computing SubTopic: ARKit Tags:
2w
Reply to Pyro Panda demo from WWDC 25
I submitted the 'missing project' as a website issue and apple responded to me and told me to post here. To my dismay I saw this was posted here a couple of times with no help from Apple. I attempted to port my scenekit game to realitykit a couple of years ago and it was very difficult. I'd really like to see this example.
3w
Reply to Xcode 12 Framework: 'Double-quoted include in framework header, expected angle-bracketed instead'
i had this issue all day today. i tried all kinds of things so not 100 percent on how i fixed it but, my project was on icloud and the framework project that gave me the issues was on my local drive. i moved the framework to the folder adjacent to my project on icloud and it worked. i might of had the framework paths wrong and not looking into the original framework location but the paths are very hard for me to grasp :P
Oct ’23
Reply to Apple's Choice: USDZ over Other 3D File Formats like GLTF
apple chose it because it's a good format. it is also open source and extensible, i don't see how gltf is more flexible. also i never ran into any 3d program that focuses on it. usd also allows for cross discipline collaboration on the same file at the same time. you can have artists, sound designers, programmers etc all working on the same file at the same time. security had nothing to do with. there aren't any limitations.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jun ’23
Reply to Filtering an Array
just force unwrap your title since it is required for Recipe it should be safe filteredRecipes=filteredRecipes.filter{$0.title!.contains(searchingFor)} but it would be better if you define the property title as not optional instead.
Topic: Programming Languages SubTopic: Swift Tags:
Jun ’22
Reply to Access child components in USDZ with XCode?
crap. this stupid site removed everything i had typed before i was finished. anyway. i never used realitykit. but it seems you can access your hierarchy like this modelEntity.model.mesh.contents.isntances, where instances is a collection (meshInstanceCollection) and you can access the members by string subscript which is the name of the nodes as a path name. for example modelEntity.model.mesh.contents.isntances["Vase_FP/mod(i can't see this in your screengrab)/FP2"] or you can iterate through the meshInstanceCollection with its methods mentioned in the documentation. there is also modelEntity.model.mesh.contents.models, but it came up with no visible descriptions on my console so i don't know what it does. anyway, i hope this gets you closer. edit: yes you had to go in the nested components, which is .model
Topic: Spatial Computing SubTopic: ARKit Tags:
Mar ’22