
It was always crazy overkill on the iPhone, but it feels pretty good on the iPad. Frame rate is super smooth, it feels really immersive, and the UI is much less squashed on the device. It took a few hours but I think I’ve managed to fix all of the show stopper bugs in iBeams HD, and it looks stunning on the iPad.

You’ll have to forgive the lack of audio, I didn’t quite realize that it wasn’t easy to video tape the ipad while holding the iphone.Īpple’s biz dev group was kind enough to snag a 32-gb iPad for me after they pretty much sold out around boston. I’m currently working on making a simplified UI for it. Of course when I did it, I added a bunch of more modern rendering tricks, and it was inside the iBeams rendering framework so I have echoes stretching off into infinity, and the accelerometer bouncing stars around. I took a look at the original and it’s 8000 ratings (implying that it actually sold more like 30-50k copies) and said I can write this in an hour. It says something about the fickle nature of Apple’s featured app process that they managed to turn someone’s weekend iPad porting project into tens of thousands of dollars. Someone quickly copied this app and made it free, now the original is being sold for 2 bucks and the copy is being sold for a buck.

#Gravilux color images code#
Beyond rendering setup this app required about 20 lines of code (provided you had a xyz vector class). Recently Apple featured a really simple openGL app, Something that was being marketed as a installation piece back in the 1990’s.
