Re: GeekGameBoard (was: Re: Touch-and-drag architecture question)

2010-02-15 Thread Jens Alfke
On Feb 15, 2010, at 8:49 AM, Dave DeLong wrote: > As far as GGB goes, how well does it handle custom boards? For example, > let's say I wanted to recreate this board: > http://gallery.me.com/davedelong#100084/Board&bgcolor=black (dots are valid > positions, and lines indicate valid moves betw

GeekGameBoard (was: Re: Touch-and-drag architecture question)

2010-02-15 Thread Dave DeLong
Thanks, Jens! I'd never heard of this before, and it looks like it'll fit the bill nicely. However, I'm a total noob when it comes to CoreAnimation, so it may be a while before I grok what's going on underneath. As far as GGB goes, how well does it handle custom boards? For example, let's sa

Re: Touch-and-drag architecture question

2010-02-14 Thread Jens Alfke
CoreAnimation is the best way to go for board games IMO. Lighter weight than views, and it does the interpolation for you. I wrote a framework for board games using CA: http://bitbucket.org/snej/geekgameboard --Jens {via iPhone} On Feb 14, 2010, at 1:38 PM, Dave DeLong wrote: Hi everyon

Touch-and-drag architecture question

2010-02-14 Thread Dave DeLong
Hi everyone, I've an iPhone app that I'm working on (it's a simple game), where I've got the game board on the screen, and then a row of pieces above and below the board (representing the pieces controlled/captured by each player). I'd like to be able to drag pieces from these rows onto the bo