![]() Enjoy an incredible world of amazing stories. Many different artists have created fascinating paintings in which you can immerse yourself. ![]() Each puzzle is a unique multilayered piece of art. It's a completely new gaming experience of a classic coloring game.Įvery puzzle has been specially created for Art Puzzle. In Art Puzzle, you solve puzzles by fitting together pieces of a drawing and watching them build into a colorful animated painting. It's a unique place where coloring books meet jigsaw puzzles! Relax and engage your mind with breathtaking stories coming to life. ![]() PHYActions (performing a piece of logic on a node over time, such as PHYAction.moveTo(x, y, z, 10) or PHYAction.Meet Art Puzzle, a brand new stress-relieving game by Easybrain. Creating various collision shapes, including from SCNNode geometry (PHYCollisionShape) The framework can be downloaded directly from the repo and dragged into your Xcode project, or you can use Swift Package Manager or CocoaPods to install the framework as a dependency.Īt it's core, the framework provides functionality for: PhyKit is compiled as a universal xcframework, targeting iOS simulators / devices as well as macOS. Primarily, I needed a way to do client-side prediction / server reconciliation, which required the ability to manually "step" the physics simulation forward after applying some historical client inputs, which SceneKit does not support (ironically, I believe Apple is using Bullet under the hood, but their API does not support what I'm after and feature requests from a single developer tend to not happen). Īs I have been working on a personal project backed by Apple's SceneKit library (provides an abstraction for rendering 3D scenes via OpenGL / Metal, wired up to a stock physics engine), I found the physics engine implementation that comes with SceneKit to be a little lacking. ![]() I have created an open source wrapper around Bullet for use in iOS / macOS applications which can be found here. Update: PhysicsKit has been renamed to PhyKit (due to linker issues with Apple's internal PhysicsKit framework) and has been reworked quite a bit, so I'm editing the body of this original post to describe PhyKit) ![]()
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