Level Editor for Sprite Kit? - ios7

Do you know a level editor compatible with Sprite Kit for iOS?
I would need a software similar to Cocos Builder that is good but as far as I know it is not compatible with Sprite Kit.
Thank you.

Here's a list. In alphabetical order, as of July 5th, 2015:
Available:
Level Helper 2 apparently supports Sprite Kit (link to docs)
Sprite Kit Designer is designed specifically for Sprite Kit but has not been updated since April 2014 (possibly discontinued?)
Xcode has a Sprite Kit Scene Editor built-in (Scene Editor)
Not (yet) available
SpriteBuilder v1.1 beta had experimental support for Sprite Kit (w/o physics) but this feature was dropped.
If you know a Sprite Kit (or compatible) visual design tool that's not listed here please add it as a comment. I will update the list infrequently.

I know this is an old question, but Xcode 6 which is in beta right now, has a level editor for SpriteKit built in. I'm having a hard time find a good tutorial on it, but its worth checking out. And if anyone finds a good tutorial on this, for a beginner like me, I'd love to know about it.

Related

Library style app in Cocoa

I am planning to develop my first app in Cocoa. I have been collecting ideas for the UI and have settled in with the design very similar to iPhoto (i.e. library style or 'shoebox' application as referred by Apple's programming guide). In a nutshell I need master detail kind of setup like in iOS (iPad's UISplitview).
To achieve this should I put a NSSplitview and on the left panel have a NSTableView and on the right panel have a NSCollectionView?
Are there any examples/boilerplate or tutorials for creating app in OS X?
Your instincts are correct. You might decide eventually you want something more customizable that an NSCollectionView, but it’ll get you started fast and you can do most of what iPhoto does with it. (You can’t do rows with varying #s of items on them, like Delicious Library does, unless you write your own view.)

Physics based animations for NON Game developer

I have worked of couple of iOS apps using Objective-C and XCode. Most of my apps are children's interactive books, completely written in Objective-C and all interactive animations are UIView based. In my next book, I would like to add some Physics based animations. What are my best options? I have never worked on Cocos2D or used any other physics based animations engines. I recently started reading about Chipmunk physics based animation engine. Should I be using Chipmunk along with Objective-C for achieving physics based animations or consider switching to Cocos2D? I am not considering game development at the moment. I would greatly appreciate your suggestions/advice.
Thanks,
Ramesh.
You can use Chipmunk without Cocos2d as you can see from its examples.
But i would recommend using Cocos2d along with Chipmunk. Cocos2d comes with a project template with Chipmunk, there are a lot of examples and all.
We did an interactive book with Cocos2d and Chipmunk with a lot of physics interactions and it works just great.

Augmented Reality Marker Reader iPhone

I want to use 'marker reader' technology in my iPhone application (you have a piece of paper, you point the iphone camera at it and information is bein drawn up from it). What API kits can i use/are availible?
The closest SDK I can think of is ARToolKit which should help in a Framework Solution for finding Markers and deriving information. There are a couple of other Frameworks which could be used and I've listed below:
Layar
ARToolKit
Popcode
SGAREnvironment

Floating pictures screensaver on Mac OS X

I'm just learning to use XCode and program in Objective-C (my plan is to write a an app we need for my business since I can't find one that does what I need). It's going well and as an exercise I've been playing with database apps and screensavers.
I'm trying to write a screensaver that all it does is to show 3 or 4 pictures randomly floating on the screen. Similar to the out of the box pictures screensaver that comes with Mac OS X.
I've played with the code in http://cocoadevcentral.com/articles/000088.php and while very informative I still don't know how to add those 3 or 4 pictures and make them move.
Anyone out there can point me to sample code? Or a project that I can use as reference?
Again, this is just self learning.
Thank you!
This will probably be your first port of call.
My approach to this was to create a Quartz Composition using Quartz composer. I found this easier than figuring out how to draw and animate everything by hand.
You can display a quartz composition inside a ScreensaverView by using the QCView class. This setup worked well for me.

How to load IOSurface in OpenGL for Mac OS X Snow Leopard application

Apple added the new IOSurface framework as part of the 10.6 Mac OS X firm update. Since this framework relatively new, I haven't found the much need documentation on how to properly use this.
I was wondering if there anyone on StackOverflow that can assist me with IOSurface usage.
Anyways, this is what I want to do. Right now my application is very simple so that I can become familiar with IOSurfaces. So essentially, I would want to load up an image into an IOSurface texture and display in a custom OpenGLView. That's all I am aiming for at this point.
To make this more simple, I just load one constant color in the IOSurface. My main objective at this point is to create an IOSurface reference and display in a custom OpenGL view.
Please help me with
-IOSurface declaration statements
-Loading data into the IOSurface
-and the syntax for drawing the IOSurface in OpenGL.
Much appreciated.
p.s.
IOSurface is like a memory manager that passes graphic data between applications or something a long the line of that.
I have tried Google IOSurface. And the most helpful site is
http://cocoadhoc.blogspot.com/2009/09/hidden-gems-of-snow-leopard-iosurface.html
However, when I tried compile the example code, I have a compiler error stating that QTVisualContextRef and other QuickTime variables undeclared. I have the latest version of Quick Time through the automatic update.
The IOSurface API is quite similar to Core Video's CVPixelBuffer, which is documented, so you could start by looking at the CVPixelBuffer documentation and comparing with IOSurfaceAPI.h.
To bind an OpenGL texture to an IOSurface, see the CGLTexImageIOSurface2D function, which is defined in <OpenGL/CGLIOSurface.h>.