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I have taken advantage of what apple has provided with UIKit. My last few projects have abused Core Animation/UIKit instead of OpenGL ES. For my case it worked perfectly well. My next project will use OpenGL ES and I'm not quite sure how I will manage the UI yet. I will likely still abuse UIKit. I've seen a few developers use OpenGL ES to push their ...


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Have you considered using something like Unity 3d? It has the advantage of running on multiple platforms (web/iphone/ipad/andriod/wii/pc/mac and soon ps3 & xbox360). Here are some resources for Unity 3d, http://unity3d.com/support/resources/ http://www.youtube.com/watch?v=5-X-Ebh1kYA ...


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For my last iPhone (Dr. Awesome), all the menus before the game started were in UIKit. I didn't even create the OpenGL context until the game was started. In our case, it worked out really well as the menus were created really quickly and with a GUI and didn't require a bunch of game-specific UI code. It's important to note, though, that the design of our ...


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We chose to use our own in-game UI for a few reasons, the main one being it enables easy ports to the Android platform (hardware diversity issues aside), as well as windows-based builds (very handy for testing), and it allows a great deal of flexibility in terms of bringing game elements into the UI (for example, our particle system was reused to add a bit ...


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I you are making a game you really should use some graphic engine like cocos-2d (which uses opengl for rendering) and not using standard iOs views. Here an example the angry bird menu done with cocos-2d : http://www.youtube.com/watch?v=kZ_d_B-PjyY



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