Why so few Ios demos ?
category: code [glöplog]
Why are there so few Ios demos ? Let's think about it for a second.
These devices are everywhere so we have hardware market penetration.
Lots of ios devs are doing "multimedia", games etc so there are developers would have the ability to code demos.
Is it the app store regulations? Does an app have to be interactive? If so why not just pace small icon that plays the demo? The app could have some other functionality eg: calculator to bypass this app store restriction?
Thoughts ?
These devices are everywhere so we have hardware market penetration.
Lots of ios devs are doing "multimedia", games etc so there are developers would have the ability to code demos.
Is it the app store regulations? Does an app have to be interactive? If so why not just pace small icon that plays the demo? The app could have some other functionality eg: calculator to bypass this app store restriction?
Thoughts ?
Can an standard out-of-the-box IOS device install an app from outside the marketplace?
You could get the trend started by making a demo about it.
ios sucks for demos because of the app store requirements and approval process etc, but if you rephrase to "why so few android demos" - good question!
I assume there is not much interest in the platform because creative people don't like closed platforms as much as they like open ones. I submitted a demo to the iOS apple store at some point and i had to turn it into a clock to get it approved. And like Gargaj mentioned you can't just install random binaries on your device. So unless you're a dev, to get a demo running on the device you need to either jailbreak it or get the app from the apple store. Apple sees no point in hosting an application that is not a game or an app. If you even type the word demo on the description you get an automated rejection reply that "demos are not accepted on the apple store, final versions only". As far as i can tell they have no clue or interest on the demoscene.
Apple's App Store Review Guidelines: 'we don't need any more fart apps'
I can see about 3 or 4 lines there that would potentially rule out a "calculator app with a demo attached". Sure, you could carry on bending rules and finding loopholes and maybe eventually get it to pass review, but would that be *fun*? More importantly, would it be more fun than saying "fuck it, I'm going to write a game instead"?
I can see about 3 or 4 lines there that would potentially rule out a "calculator app with a demo attached". Sure, you could carry on bending rules and finding loopholes and maybe eventually get it to pass review, but would that be *fun*? More importantly, would it be more fun than saying "fuck it, I'm going to write a game instead"?
smash has a good point. mobile is just not a very tempting target, probably because of the myriad of different resolutions and capacities which really trims down your target audience, more then it would on the desktop pc, or atleast it's easier to grab videos from the desktop pc demos and dump them on youtube. :p
The other point is that you still need a Mac to make iOS stuff natively (PhoneGAP, Hackintosh, remote compilation etc. might be options, but not really great options after all).
Why a clock?
Add a framecounter and *boom*, you have a benchmark :)
Add a framecounter and *boom*, you have a benchmark :)
What exactly is a benchmark good for with identical hardware though? :)
I did some cubes on iPhone Edge once :)
Gargaj: mostly used to measure dicks between different editions of phones, or in the case of android between all the different configs. One of the first things to appear on news sites after a high profile mobile launch are all the different benchmark results...
@ps how different is that from a pc?
how bad are driver issues on androids? should I expect something that runs on my qualcomm runs equally fine on a mali or other thingy?
how bad are driver issues on androids? should I expect something that runs on my qualcomm runs equally fine on a mali or other thingy?
@rez: haha wow, what's with that case?
that's how rez resolves the bentgate issue? :D
@elend: exovault "brass" case, the first version :)
Unless there's foam padding, I fail to see how this case help protect the phone? :)
i agree with xernobyl. the hardware diversity on android is comparable to making pc demos. and as it's all opengl es, so it's pretty standardized. e.g. nvite even runs on some crappy android watch. still, the oompf of the hardware is still like a GPU from the mid 2000s, so maybe that's why developing for android feels like a limitation and requires boring dos and donts compared to modern PC shaders. similarly, making amiga demos is also very limited and not many make those anymore either. :P
revival: By making it so heavy you never want to take it anywhere. :-)
@rez: Jesus, these cases. Quite pricey and bulky. :p I'd prefer me some www.grovemade.com then.
Rez, nice maximilian photo too ;)
A serious question I've been meaning to make a new topic about, but this seems a good place to punt it instead..
Are many people actually actively using (non immediate mode) Modern GL or even OpenGL ES directly? A lot of iOS apps appear to be using unity-like things?
For the OpenGL ES related things there aren't a lot of demo's using OpenGL ES when you combine the entire output for Android / iOS / Ouya / Raspberry Pi.
In the source for desktop OpenGL PC demo's I've seen where Modern GL features are also used a lot of the legacy/deprecated ways of doing thing are also still present, which leads me to wonder whether any 'fully' modern GL things are out there?
Are many people actually actively using (non immediate mode) Modern GL or even OpenGL ES directly? A lot of iOS apps appear to be using unity-like things?
For the OpenGL ES related things there aren't a lot of demo's using OpenGL ES when you combine the entire output for Android / iOS / Ouya / Raspberry Pi.
In the source for desktop OpenGL PC demo's I've seen where Modern GL features are also used a lot of the legacy/deprecated ways of doing thing are also still present, which leads me to wonder whether any 'fully' modern GL things are out there?
As far as I can remember, it was UBER simple to code OpenGL on iOS, in XCode you have something like "create a 3d project" that setup a project file, some init and a ready to use fullscreen viewport. I made my first iPhone game with that. It took me one hour to display the cubes while it took me two weeks to understand how works the bloody certificates of my ass to be able to send the data to the phone (i hope it's easier now).
Last time I looked that was about right rez. Haven't been near xcode for a while, but IIRC there was a boilerplate template that I think even gave you a working hello triangle app to continue on from.
Don't know if its easier as apart from some OS X dev I was fixing bugs in an iOS app someone else had made and all that kind of certificate rubbish had already been taken care of. I did really like being able to do tether debug of an iPad verses the simulator as there are differences, where the simulator can be more forgiving.
Don't know if its easier as apart from some OS X dev I was fixing bugs in an iOS app someone else had made and all that kind of certificate rubbish had already been taken care of. I did really like being able to do tether debug of an iPad verses the simulator as there are differences, where the simulator can be more forgiving.
Canopy: I don't know how many people are using the modern stuff but there are quite some groups using more or less state of the art APIs.