Lately, I’ve been playing around with separating the OpenGL ES functionality from the view controller, and managing the various coordinate systems like OpenGL space and the iPhone screen. I even played around with coding a Mandelbrot set explorer that introduced a third coordinate system on top of all that, but I didn’t feel that it would make a good tutorial topic.
What I did do, however, was create a simple target game that features some really neat support classes, including an OpenGL program class, a font sheet importer that can scan characters from specially-formatted font sheets, and a host of other fun tricks. I’ll be starting a new tutorial series soon that will walk through all of the new classes, and how they can be used to easily create a touch target game like the one pictured here. In fact, they did create the game pictured here, and we’ll be building that app over the next few weeks.
As usual, I did everything the hard way, but without having to rely on third-party classes or libraries, we get to see how everything works from the ground up. It should be a lot of fun, but it’s going to take a little while to write up the tutorial text. The font sheet importer is a bit of a beast, but it will allow us to read in a sheet of characters and create fully customizable text strings anywhere in OpenGL space, even accommodating multiple fonts at once.
Check back for TouchTargets Chapter 1: Rounding Up OpenGL, available soon.