KoboldTouch v6.2 now available!

On May 2, 2013, in idevblogaday, KoboldTouch, by Steffen Itterheim

KoboldTouch v6.2 marks the third major milestone for KoboldTouch. It also marks the longest development cycle between two updates: exactly 30 days.

That’s 30 days packed with new features, improvements and bugfixes, there’s a new development blog for the work-in-progress “Angry Trains” starterkit and slowly but surely the documentation is coming together.

So let’s check out the exciting new features in KoboldTouch v6.2:

Objective-C Box2D Physics wrapper

The Objective-C wrapper for Box2D (aka “Boxjective2D”) is now in a state that I feel very comfortable with. And proud. It’s the only Box2D Objective-C wrapper that’s both fairly complete and supported and will be continuously improved. It’s also stable, super-slick and easy to use, highly efficient without compromising integrity (ie no @private vars) and you can always access the underlying Box2D objects.

The following Box2D components are wrapped in Objective-C classes, which is about 80% of the public API of Box2D (and I won’t stop there):

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The Starting Point for a Train Game with Freeform Tracks

On July 12, 2012, in idevblogaday, by Steffen Itterheim

If you ever wanted to build your own 2D top-down view train driving game, here’s … well, the things you need to consider plus a rudimentary source code example. Because a train following tracks is not as simple as it might seem, unless you restrict curves and switches to 90° angles and allow only very short cars and locomotives.

Here’s a video of my example project. Any stuttering is due to the screen recording software taking a toll on my system combined with the video playback framerate not rendering 60 fps (I assume it’s the standard 24 or 30 fps for Youtube videos). The video shows a sequence of three runs with a medium curve radius, a large curve radius and a ridiculously small curve radius. The yellow line indicates the track being followed by the axles, the purple line indicates the car chassis position (center point between axles).

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