Limegarden.net Personal site of Wouter Lindenhof

6May/090

Developing for the iPhone

For those who follow me on twitter this post is old news or it might be a minor refreshment as the majority of the content has already been posted on twitter.

At my internship I have been developing for the iPhone and boy oh boy, can I make a list of things to complain about. Luckily there are also a few good things and they balance each other but it’s a pain when you cannot unleash every bit of skill you have. Let’s start with the sour part.

  1. There is no stencil buffer. I think that the stencil buffer is as old as Duke Nukem 3D, which was released in 1993. It’s used for shadows and a few other things. However for some reason it is not supported on the iPhone (at V2.2.1 but this might change in the future) and it makes no sense.
  2. Secondly the iPhone is under clocked (meaning the CPU is running at lower speed than what it should run at). The majority of the hardware these days are able to dynamically set the clock speed of the hardware. I can accept the reason why apple has done it (preserving the battery) but when it comes to games it’s like with racing cars. You don’t want a F1 car being capped at 120 KM/H because you aren’t suppose to go faster than that on the highway. In apple’s defense, the iPhone has never been intended to be primarily a gaming device.
  3. Third is apple is really strict in what is allowed or not and some parts of the iPhone (like the photo camera) should only be accessed by calling a function and then except you have no longer control until a picture has been taken using the graphical user interface apple designed. Using it directly in some other fashion increases the chance that the application will be rejected. On the other hand some applications are allowed because some big guys back it (google is one of the companies that ignored the guidelines of apple and still got accepted).

There are still a few other problems (no multitasking for example, API might break with new firmware update) with the iPhone but let’s move on to the sweet part of the iPhone.

Actually the only one I can think of is that the distribution of applications can only be done through the apple app store. There is no such thing for the windows mobile or symbian. This way apple can also guarantee the quality of the applications, however I find it a mood point since an application that is poorly written is unlikely to be successful.

Actually there are a few more things, the emulator is good (better than the one for the Nintendo DS) and the API is reasonable documented (inconsistence in quality, but overall reasonable).

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