itms://itunes.apple.com/us/app/smart-brick-hd/id375581327?mt=8
Friday, June 18, 2010
Smart Brick HD for iPad is Available in App Store !
Store link:
Labels:
3D Tetris,
iphone,
iphone ipod touch,
puzzle,
smart brick
Monday, May 31, 2010
Smart Brick Lite is Available in App Store
Smart Brick Lite is LIVE in Apple Store! Have a free trial:
itms://itunes.apple.com/us/app/smart-brick-lite/id373771120?mt=8
Labels:
3D Tetris,
iphone,
iphone ipod touch,
puzzle,
smart brick
Thursday, May 27, 2010
Smart Brick HD for iPad in Development
Coming soon...
Labels:
3D Tetris,
iPad,
iphone,
iphone ipod touch,
puzzle,
smart brick
Thursday, May 13, 2010
Smar Brick is LIVE on App Store!
Features:
- Full 3D graphics running smoothly at 40 FPS (on iPhone 3GS)
- Variant level designs with different pace, play styles and goals
- Smooth and intuitive multi touch control
- different sets of bricks, suiting from newbies to experts
- Multiple relaxed casual levels to spend time on, each has a distinct theme
- Full dynamic animation and background
- A highscore board where you can challenge yourself or your friends
How to play:
- Double tap the brick to drop it
- Press on the brick and hold to drag it around
- Tab the spinning rectangles around the brick to turn it in the shown direction
- Try fill up a full layer to make it disappear and score!
Game modes:
- Elimination: you must resolve specific bricks that scattered in the level to win. Some are hard to reach, and time is limited.
- Time Killer: have some time to spend on bus or subway? Relax and score as much as you can in the beatiful levels. No time limit.
Vist: warpdreams.blogspot.com for more screenshots and information about other games.
If you have any suggestions or need support, write to: dreams.warp@gmail.com







Store Link:
Labels:
3D Tetris,
iphone,
iphone ipod touch,
puzzle,
smart brick
Tuesday, May 4, 2010
Wednesday, April 28, 2010
Monday, April 26, 2010
Friday, April 23, 2010
Tuesday, April 20, 2010
Friday, April 16, 2010
Sunday, April 11, 2010
Wednesday, April 7, 2010
Warp Dreams Logo
I consulted a logo design studio for a quote and they presented a whopping $1750 price tag... Well, not that I don't recognize the value of their work, but that price is simply way above my budget. So I DIYed one myself using a toy-like Paintbrush on Mac OS X. (GIMP for Mac just sucks because X window on Mac sucks. You have to click twice on a button to activate it if the window contains it is not the active window). Look at left of the page.
It does has some issues, like: top-right proportion of the logo seems too empty. However, I think it works for now. Maybe I'll pay $1750 when I am rich.
Using short value in vertex array instead of float
I've been trying to squeeze more FPS from the rendering part of Smart Brick. I came across an article which suggests using GL_SHORT instead of GL_FLOAT in vertex array to boost performance:
The solution quite makes sense. Basically you use short value to replace float values; to compensate the precision loss, a pair of additional glScalef and glTranslatef is required per-model.
A reply attached at the end of the post suggests that on iPhone it would be 30% faster. However, this is not the case for Smart Brick; not because the article is wrong, but I think the performance increment depends on actual scenarios. Here is my guess:
If your model contains large amounts of vertices the solution may help a lot. You get big computational savings for using short instead of float, with the price of only one additional glScale and glTranslate calls respectively.
However, it does not help Smart Brick, because Smart Brick renders large amounts of models, each of them contains only few vertices. This way, the savings on float vertices are probably offset by glScale and glTranslate calls, because they are called once per-model, and they are called a lot when there are a lot of models.
Monday, April 5, 2010
Smark Brick Game Play
This is a demo showing 2D mode in Smart Brick. Well, 2D is a special case of 3D after all.
The true 3D mode in Smart Brick.
Thursday, April 1, 2010
Tuesday, March 23, 2010
I love POC
POC stands for Plain Old C structure. A POC contains no references nor pointers, but only primitive value types or other POCs. No C++ elements (no user defined constructor, operator, etc)
The good of POC is that it is guaranteed to be allocated within a continuous memory space, so classic memory functions such as memcpy, memset works nicely on POC or array of POCs. Additionally, you get a free assignment operator, which is quite important for data types.
POC works very good with NSData for local file storage. Just copy the memory content of a POC into NSData and call writeToFile, saving the whole byte string to the file, easily done. If it's not a POC... well good luck manual-serializing fields of an instance while saving and de-serializing them while loading, don't get the order wrong! Of course, using POC you probably need to mind the debug/release settings, for the compiler may pad within POC, causing a different size between debug and release mode. Files written by application compiled under different modes may not compatible.
Tuesday, March 16, 2010
Tips to Use Interface Builder As Much As Possible
The Interface Builder of the XCode Suite is particularly powerful. It is very handy when developing for iPhone/iPod touch. However, it comes with some difficulty when you actually want to generate and place your widget programmingly. For example: you have a scroll view with several buttons inside that align vertically, however the number of buttons and the texts on them are decided at run-time so you can't simply drag some in using Interface Builder. But neither do you want to go after all these tedious API calls to create buttons then configure formats manually either; what then?
You can actually design a "sample button" using Interface Builder, have all the formats done (which is nice and easy using IB), then put it at the root of the widget hierarchy. Since it is not a sub-view of any other widgets, it is not shown at run-time. Then you can use the following code to copy this button as you want, place it anywhere you want, without worrying the format:
NSData *archived = [NSKeyedArchiver archivedDataWithRootObject: button_sample];
//Initiate buttons based on a sample
UIButton* b = [NSKeyedUnarchiver unarchiveObjectWithData: archived];
//set text, change position...
...
Thursday, March 11, 2010
The Upcoming Game for iPhone
Well... bad news first. The Matrix Phone are not going to be on App Store any sooner. Apparently it is too close to the movie The Matrix thus there is a copyright issue (although I have avoided reference to The Matrix in the application description) . Maybe I would negotiate with Walt Brothers about authorization; but that would be after my next game publishes.
Ok, the next game: Smart Brick. You can think it as a 3D version of Tetris. Instead of filling an 2D plane as in Tetris, the user should fill a 3D volume using bricks that stretches on all three dimensions. It is not a fresh idea actually, there are several versions of 3D Tetris over the web; however, the key is not about the idea, it's about the control. Manipulating bricks in a 3D space, like flipping and movement in three dimensions is far more complicated than in 2D. It will leads to frustration and fun-less-ness. However, thanks to the multi-touch technology of iPhone, "3D Tetris" is made possible. Screenshots and demos will go online soon. Stick closely.
It is also planned to port Smart Brick on iPad - natively, not "stretched" up. But not until I get the product. I need to wait longer because I actually want the 3G version.
For the end of the post, a little tip for the mix C++/Objective C development:
You can have C++ classes as parameters of Objective C functions. However, Objective C does not allow namespace syntax, the "::", in the function declaration. So you need to put a namespace using at the top of your Objective C header. It's kind of nasty, and I still prefer plain C struct as means of communication between C++ and Objective C.
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