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iPhone SDK Poised to Shake Up Mobile Gaming

Posted March 6th, 2008 at 7:51pm

I was reading Macworld's coverage of today's iPhone event (yes, I know, second-hand coverage of a live event -- but I trust Macworld), and was pleased as punch that Apple really and truly released their iPhone SDK today for developers to try out. Apple trotted out a couple of their own developers to say how wonderfully easy it was to develop a fully OpenGL enabled app for the iPhone complete with touch and accelerometer controls, but the real master stroke of the show was when they trotted out other company's developers to talk about developing for the iPhone. See the thing is that these smarty-types were given a crack at developing an app for the iPhone with little to no prior experience developing for the iPhone or the Mac in general. The stuff these kids were able to pull off in a matter of days to weeks is stunning. EA showed off a little version of Spore with multi-touch controls. The Sega guys made a version of Monkeyball that uses the accelerometer controls of the iPhone. Choice quote from the Macworld coverage: "If anything, we underestimated what the hardware was able to do," Sega guy says. He says this is not a scaled-down cell phone game. It's a console game. They had to bring in an artist to up-scale the resolution of the graphics on the iPhone. Let me add a little plug for my friends at Freeverse, who are already on the verge of releasing a Wii Sports type

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