Giving up on fancy stuff
Another useless day struggling with tools instead of getting actual work done; but for now I’ll just include all the actual code from the framework in the main project and ignore the problems for now. This way I still get the reusable code separeted from the specific code, to get a better start on future projects.
Next related
SpriteKit evolved
While poking around, I saw an intriguing class named SKTileMapNode, and it turns out that SpriteKit has gained support for rectangular, isometric, and hexagonal tile maps since last year. Looks like I can drop all of the plans for GridMapKit and just use what’s there in the SDK already. Maybe I’ll still need some of it to implement the plans for hierarchical maps of different scale, e.g. world map, detailed terrain maps, and building/dungeon maps.
Previous related
Xcode Bug Report
Two days lost in air travel, and today’s session was all about troubleshooting the crashing Swift Playground in Xcode, so nothing useful got done today. Some cosmetic code readability fixes was commited during re-reading everything to try and figure out what could possibly cause the crashes.
Path Finding
First attempt at using the GamePlayKit path finding GKGridGraph. Unfortunately, the playground currently crashes (because of some internal XCode bug maybe?), so it can’t be tested.
GameplayKit A*?
Let’s try to use the builtin [A](https://en.wikipedia.org/wiki/A_search_algorithm) in GameplayKit, and see if it works for our current demands.