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I'm quite new to both Xcode and the OpenGL ES API. Me and the team I work with have decided to develop a game, but we have two important constraints:

  • very, very little time...
  • we can use only OpenGL ES and GLKit (no Cocos2D, no Unity, etc...)

I know there are of course tutorials around and programming guides, but I would like to ask here a few very general questions:

  1. What's the most convenient way to manage "view changes" using OpenGL ES (e.g. for creating a wizard character generator with buttons and other UI interfaces)?
  2. Is the new Scene Kit Framework Reference a good choice?
  3. Using OpenGL, is a game supposed to have one or also more StoryBoards?

Thank you.

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You have multiple questions here; this is a Q&A site and not a discussion forum, so you're far more likely to get reasonable answers (and not have the question closed) if you post them separately. Do note that at least of your questions (about Scene Kit) is probably too subjective in its current form. See the faq for more. – Josh Petrie Jan 17 at 16:32

closed as not a real question by Jari Komppa, Byte56, Josh Petrie, Noctrine Jan 17 at 18:25

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, see the FAQ.

1 Answer

I'd be interested to see the answers to your questions. I can't provide much input myself as I haven't ventured into the world of game development.

However, I do know that SceneKit is not available on iOS. It's OS X 10.8 (Mountain Lion) and later.

You could use this as a basis for creating your own scene management implementation but you certainly can't get SceneKit on iOS for the time being (fingers crossed for iOS 7 perhaps).

I'd assume that the basic MVC paradigms would hold true for developing games using GLKit as is the same with UIKit so if you're familiar with iOS in general, you shouldn't struggle too much.

As an aside; I personally don't use NIBs or Storyboards for various reasons but I don't think this would hinder or help you any more than doing everything programatically. At the end of the day, it's personal preference whether you use them or not.

Perhaps someone else can provide insight into the more intrinsic nature of engine/framework design for games but your first point of having very little time will be one of your main obstacles as game development by nature is a hugely time consuming process.

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From experience I can tell that MVC is a bit akward (but not impossible) in games, especially synchronizing animations and sounds through a MVC model is something to think about. – Roy T. Jan 17 at 13:10

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