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.
Oh, and there is new stuff in GameplayKit
for creating noise maps as well. Almost everything I spent last Devember doing, and that I was planning to port to Swift this time around has since been implemented in the SDK. Time for major replanning, and reading up on documentation instead, to find what else there is that I don’t have to write myself anymore.
Next related
Momentum Lost
All the setbacks and distractions made me lose the momentum I needed to keep going at this thing, despite everything else that exhausts my energy.
Previous related
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.
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.