Ideas on how to animate multiple bezier curves? - bezier

I am trying to create a drawing animation out of a picture that is quite similar to this one.
From what I've been researching, I think my goal is to make multiple bezier curves. The problem is, since I do mostly programming but not quite so on the graphic design part, this gives me quite a headache.
So, any advice on where should I start (e.g. software I should use, etc.)? Thanks before.
P.S: in the end, the animation will be put on a web page.

Coding Math is a great resource, assuming you have basic knowledge of HTML, CSS and JavaScript.

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Framework of choice for building smart histogram in cocoa touch

I'm familiar with the basics of objective-c and cocoa touch and I want to start now my first large iOS project.
I want to build an iPad app with a histogram like you know it from several photo apps where you can see e.g. the distribution of brightness in a picture. But it needs to be smart, i.e. scrolling horizontal, setting borders and pinching for zoom-in and zoom-out.
Is it possible to handle this requirements with iOS7 standard API or do I need a 3rd party framework like Core-Plot to achieve a histogram I described, and if so, which one would you prefer and why.
Thanks for your help!
Is it possible to handle this requirements with iOS7 standard API or do I need a 3rd party framework
It's certainly possible to do it all yourself with no help from anybody except the frameworks that Apple provides. Whether that's the best solution for you, only you can decide. I think these are the relevant considerations:
You seem to have some fairly specific requirements and it sounds like you may need fairly fine control over exactly how this histogram looks and works. These are good reasons to create the histogram yourself.
You're still fairly new to Objective-C, Cocoa Touch, etc. That's a good reason to look for something that's already written. You'll save a lot of time and frustration, but you may have to be a little more flexible in terms of what you're willing to accept; it's unlikely that anybody has already written exactly the thing you want.
I'd suggest taking a shot a building what you want, and if it turns out to be a bigger thing than you're ready to tackle, you'll at least have a better understanding of what's involved.
To get started, read up on UIBezierPath. All you really need to do is to create a view that accepts an array of numbers and draws the corresponding graph. Don't worry about zooming and scrolling yet, just make a view that draws the graph. Once you have that, you can read up on UIScrollView, which will give you the scrolling and zooming with almost no work.

Top-down Physics Introduction in Chipmunk

I'm trying to create what I'd assume is a very straightforward piece of physics code using Chipmunk on iOS, which will effectively have eight UIButtons move around a UIView of their own accord, bouncing off the edges, and off of each other, at a randomized speed, etc.
As a relatively new coder, I am having a very hard time doing this. I have pulled apart example code from the chipmunk website (even some specifically using UIKit elements) but I am afraid I just don't know enough to establish what forces need to act, how I set them up, etc. I realise that this is a wide question, but all of the tutorial content I've found regarding Chipmunk seems to assume that one's already a proficient programmer, or a proficient physicist and mathematician. I'm a hobby coder and can't spring to pay for any of the professional Chipmunk packages, and since the free version is in C, not Objective-C, even getting it integrated seems like days of work for me.
Chipmunk doesn't seem to be well-documented. For instance, searching for "friction" in the documentation finds a single (unhelpful) instance of the word. If there's no scale, how am I to know what value to enter? I realise I am frustrated and it is easier than I am making it, but it seems like doors are being slammed in my face every way I try to pick this stuff up.
Lots of the tutorials I have found use older versions of Chipmunk too, which huge amounts of stuff have changed from, making them really, really tough to follow along with.
I could really use a bare bones introduction that doesn't automatically assume I can already do it. Is one likely to exist anywhere? Any other tips for how to handle this?
Not sure if you are the same guy I just answered on the Chipmunk forums but there is this new example here which contains a (regular, non-pro) Chipmunk/UIKit example. It's pretty thoroughly commented.
https://github.com/slembcke/ChipmunkColorMatch
To be fair about the documentation, you do have to realize that there are entire textbooks on the sort of physics that Chipmunk covers. While I do feel that the docs sufficiently cover the API, you are right that it assumes that you know the terms and theory. I can't fit all of that into the documentation, and I don't have the time to write that level of a physics primer. There are some things you just have to know like what mass is, what friction coefficients are (and why they have no units or scale), and how forces work. The Chipmunk documentation should not be a go to place to learn that sort of thing.
If you have specific questions, you can always ask on the Chipmunk forums.

Need general directions to the idea for 'Bookshelf' app - table or scroll?

I'm currently stack at creating an app.
Our requirement is to make "book viewer" app similar to the iBooks. Each of the book is just series of images (JPEG or PNG) and not a pdf. So it's more like an image viewer in a sense.
The main view is going to be like "horizontal tableview", which the user can scroll horizontally the covers of the books, click it to download and open the book (which led to another page view). The row for the cover should be at least two since there's two "type" is set for the books. This part is more like a "pulse-style" bookshelf with UI similar to this.
When I thought of how to implement this behaviour, I found the way with UITableView just as described here. However, as an objective-c beginner, it's little complicated for me to use this, and our requirement has also each "cell" must have multiple buttons to set each book as "favourite" or "downloaded" etc... and this could be more complicated if I choose to use the UITableView.
So I came to think of using UIScrollView to line up the book covers, embedding each cover as an UIImageView with buttons. But I really don't know if this is the right direction, sicne the UIScrollView has no "reload" function, and the requirement also stated that the user should be able to find the books by using "search bar" at the head of the bookshelf view.
As you can see, I'm completely confused and depressed because I don't know how can I achieve this. I searched around google and several answers here at stackoverflow suggest using AQGridView or EasyTableView. They are both great, but again too complicated to implement these into our requirement...
Which way, or how should I implement this dynamic "pulse-style" bookshelf like feature?
I think my question is a bit vague, but I'm also not clear what to ask here because I really don't know how to do this. The Android version of this app is already achieved this requirement with fairly simple and easy to understand codes (since I have some experience in Java), but for this Objective-C, everything seem needlessly complicated...
Any help would be appreciated.
Thank you.
<preachy>The fact is that you have made a mistake by trying to make this app with a complex interface full of non-standard UI components when you are “an objective-c beginner”. I understand that this may not have been your decision; it may have been forced on you by the guy that signs your paychecks. Nevertheless, it is not reasonable to expect that you can just implement this app before you've spent the time working through tutorials and reading documentation for the programming language and libraries required to build it. We all have to learn the alphabet before we can start writing limericks.</preachy>
That said, if your app can require iOS 6, and you can take the time to learn a bit of Objective-C and iOS programming, it sounds like this would be pretty easy using UICollectionView. Apple did a couple of sessions about this powerful new class at WWDC 2012. I recommend you watch the videos:
Session 205 - Introducing Collection Views
Session 219 - Advanced Collection Views and Building Custom Layouts
You can also easily find some tutorials about UICollectionView using your favorite search engine.
Take a look at Collection View's
You can even download some sample code to see how a grid layout can be accomplished.

Physics-based Walking (from A New Zero)

I saw this video and I was amazed, and naturally, I want to try to do it myself. http://www.youtube.com/watch?v=P_DeZUg9HiY
Does anyone have any idea how he made the character walk? Look at the video at 1:15. What kind of Bullet physics constraints do you think he's using in the legs? Is he making some kind of springs?
This is a huge area of academic research. See this paper for starters:
http://graphics.stanford.edu/projects/bio-locomotion/
A game could definitely use a much simpler control scheme than that used in the paper.

Suggestions about 2D in a "risk"-like game for iOS

The idea of programming a risk-like game for iOS has been around my mind for more than a week, so I thought I should do something about it. I'm not an experienced iOS developer (I haven't done a real project, only tutorials), but I got some notions about both the language and Cocoa Touch.
So, the thing I want to do is a board game, similar to dicewars (see http://www.gamedesign.jp/flash/dice/dice.html). The maps will at some point have hexagonal-tiles, but if it is to much pain for starters, I don't have a problem with regular tiles for the beginning. I want the maps to be dynamically generated, not made in advance. There won't be much on the game screen : the map, divided in areas, the dices, and a HUD.
The main thing I'm grasping with right now is what to use to do the graphic stuff. I have no background in game programming, and very limited in 2D. For my purposes, should I go with Core Graphics/Animation, OpenGL, Cocos2D, or something else ? I would like to avoid starting with a technology, and halfway through the project, realizing another would have be more adapted.
I'm also listening to any advice about game dev in general, map generation, IA programming.. etc. If you have links that answers my question, feel free, I haven't found anything conclusive so far
tl;dr:
I'm wondering how should I do 2D for a simple board game similar to dicewars/risk. No need for collision stuff, just something to draw a map, update it, and display a hud.
Thanks for your time!
I'd suggest Cocos2d: Very easy to get started, has more than enough functionality to cover your requirements (including tile-maps built into the engine), has an active community, and has been the framework used by many successful games.