Delve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.

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Game Can't Open (Cookie Run Kingdom)
Recently started playing this game, when I restarted my computer once it glitched out and when I tried to open it again, it said "last time you opened this app, it was force quit. Do you want to reopen it?" then the app closes itself immediately. How can I fix this? How can I remove the caches?
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332
Jun ’24
USDZ with vertex color
Hello, I have a USDC file with vertex color (WITHOUT textures), and it displays perfectly in Preview. If I package it in a zip (without compression) and rename the resulting file to USDZ, I can see it without any issues in AVP and Mac. However, if I send it to an iPhone, the vertex color does not display. Is there anything else I need to do besides packaging the USDC without compression in a ZIP? Thank you very much.
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261
Jun ’24
Multiplayer testing with the new TabletopKit
Hey, Just watched and started investigating a new TabletopKit framework, which looks fantastic. I'm looking at how multiplayer can be tested. Found info about testing on multiple real devices here - https://developer.apple.com/documentation/tabletopkit/tabletopkitsample#Start-a-multiplayer-game-on-devices I wanted to ask about options for testing multiplayer on simulators, maybe with a simulator + a single real device. Unfortunately, having multiple VisionPros for indie development is unrealistic, so I hope there are ways to do it.
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473
Jun ’24
Error: apple/apple/game-porting-toolkit 1.1 did not build
My MacBook Air M1 has installed Mac OS Sonoma 14.3.1, and I tried to install game-poring-toolkit tonight. After the step which it requires me to input the command "brew -v install apple/apple/game-porting-toolkit", Terminal ran for minutes. But at the end this error appeared: Error: apple/apple/game-porting-toolkit 1.1 did not build. I don't know anything about coding and software. Could someone please tell me what cause this error and how to fix it after you read my post? I will appreciate your help!
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8.0k
Mar ’24
visionOS VR mode / eye tracking / dynamic foveated rendering
I think it's kind of essential to have eye tracking data available to apps in VR mode (with the user's permission). The biggest problem I've observed is that Unity isn't able to implement dynamic foveated rendering without eye tracking data. Without the eye tracking it's only possible to have fixed foveated rendering. That gives a performance boost to rendering, but it also makes it so it gets blurry for the user if they look to the side without turning their head. I understand why it's a privacy issue to have apps tracking where the user is looking in the real world, but video passthrough is disabled in VR -- so it should be ok to enable eye tracking in VR (with the user's permission). Unity already supports dynamic foveated rendering (with eye tracking) for other VR headsets, and Vision Pro has the best eye tracking -- so Vision Pro should definitely have the best dynamic foveated rendering in VR.
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Apr ’24
Crash after splash screen - latest gen ipads only
Hi, I've got a well established game in gamemaker, which seems to crash on latest gen ipads. In particular have been able to reproduce in ipad 11-inch M2 in the emulator. Game launches, shows the splash screen, and seems to crash as it's leaving it, but before launching the game itself, as such the log results are rather limited. I'm attaching what I can see from the crash, and hope anyone has a suggestion in what might be different in this model of the ipad to warrant this sort of crash. Any leads would be welcome. Thank you in advance.
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360
May ’24
Placing text over images
What is the best way to display text over images - I'd like the image to fade to white underneath the text so that the text is easier to read since I have no control over the contents of the images. I thought about having a second label behind the actual label with the same text in a slightly larger font and white color. but I'd rather have it be a gradual fading of the image just under the text rather than what looks like 3D text. Any suggestions?
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Jun ’24
OpenGL ES support on Apple Silicon Simulators
Hey folks, I have a legacy game that is running OpenGL ES - and it no longer works on the simulators that are running Apple Silicon, ie iPhone 15 Pro, or the 13" iPads. And yes, i'm also running on Apple Silicon (M1 Max). The apps work fine on the actual devices, but the simulator crashes on any glDrawElements with a stack that looks like the following: I have not yet seen an announcement about this not working but i've seen mention in other apps of stopping to support GL (https://github.com/maplibre/maplibre-native/issues/2351) Can anyone shed some light? I'm obviously going to try to fix it, or find a recent sample app from which to start to see what might be up. Or move to metal, but i hadn't bargained for that level of effort atm ;) Any suggestions appreciated!
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538
Jun ’24
Problem with setNeedsDisplay:
Hi, with the default values the rotation take place but changing the value not. I bind a button to a slider action: -(IBAction)rotateXAction:(id)sender { NSLog(@"%@ \n",sender); BOOL yn = YES; _rotationX = [_sliderX intValue]; if(yn) printf("rotationX %d \n",_rotationX); // value o.k [self setNeedsDisplay:YES]; } The drawRect: will not be called. What is wrong with my code, please tell me. Uwe
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444
Jun ’24
CGContextDrawLayerAtPoint Problems in Mac OS Sonoma
My app stopped working in Mac OS Sonoma 14.0 and I quickly isolated the problem to CGContextDrawLayerAtPoint. Two issues, first of all about 1/2 the time there was no data copied (the updated CGLayer did not show up in the window). Then the app would crash iin libswiftCore.dylib after about 5 updates with a very unusual message: "Fatal error: Duplicate keys of type 'DisplayList' were found in a Dictionary. This usually means either that the type violates Hashable's requirements, or that members of such a dictionary were mutated after insertion". This behavior showed up in builds built with XCode 13 on a Mac OS Montery platform, as well as XCode 15 on Mac OS Ventura when the app was run on Sonoma. My app uses a very traditional method to create an off-screen graphics context in drawRect: - (void)drawRect:(NSRect)dirtyRect { // Obtain context from the current NSGraphicsContext ... viewNSContext = [NSGraphicsContext currentContext]; viewCGContext = (CGContextRef)[viewNSContext graphicsPort]; drawingLayer = CGLayerCreateWithContext(viewCGContext, size, NULL); So the exact details of the off-screen drawing area were based upon the characteristics of the window being drawn to. Fortunately the work-around was very easy. By creating a custom CGBitmapContext everything was resolved. My drawing requirements are very basic, so a simple 32-bit RGB off-screen context was adequate. colorSpaceRef = CGColorSpaceCreateDeviceRGB(); bitMapContextRef = CGBitmapContextCreate(NULL, (int) rintf(size.width), (int) rintf(size.height), 8, 0, colorSpaceRef, kCGImageAlphaNoneSkipLast); drawingLayer = CGLayerCreateWithContext(bitMapContextRef, size, NULL); Once I changed to a bitmap offscreen context, problem resolved. In my case I verified that the portion of the window that was updated with the CGContextDrawLayerAtPoint was indeed restricted to the dirty part of the view rectangle, at least in Sonoma 14.5. Hope this helps someone else searching for the issue, as I found nothing in the Forums or online.
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May ’24
Mistake in OpenGLView:drawRect
I rewrite an old project since OpenGL is deprecated and the downgrade to High Sierra goes with the lost of the old project. Here is the drawRect: - (void)drawRect:(NSRect)dirtyRect { [super drawRect:dirtyRect]; if(backgroundColor == 1) glClearColor(0.95f, 1.0, 1.0f, 1.0); else glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0 ,0.0, -10.0); // After mistake I wrote PushMatrix() glTranslatef(-0.01 ,-0.01, -10.0); // Screen Shot 0 // glTranslatef(-0.25 ,-0.25, -10.0); Screen Shot 1 glLineWidth(1.0); glRotated(rotationX, 1, 0, 0); glRotated(rotationY, 0, 1, 0); glCallList(axes); // After mistake I wrote PopMatrix() // Axes Vertices of xx,y,z are 1.0 // With vertices +/-0.99 nothing is drawn [self glError]; [self.openGLContext flushBuffer]; } I hope you Accept my Text and hope you can help me ! Mit freundlichen Grüßen Uwe Screen Shot 0 Screen Shot 1
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382
May ’24
I'm trying to create a Magic Wand Selection Tool
So I have a class that does the selection but what I get back is a total mess. Can anyone help me with the code or possibly point me at an example class that performs a magic wand selection like in photoshop? Below is my current Code but I've also attempted to use metal and I've gotten an identical result in the same amount of time var red1: CGFloat = 0 var green1: CGFloat = 0 var blue1: CGFloat = 0 var alpha1: CGFloat = 0 selectedColor.getRed(&red1, green: &green1, blue: &blue1, alpha: &alpha1) var red2: CGFloat = 0 var green2: CGFloat = 0 var blue2: CGFloat = 0 var alpha2: CGFloat = 0 pixelColor.getRed(&red2, green: &green2, blue: &blue2, alpha: &alpha2) let tolerance = CGFloat(tolerance) return abs(red1 - red2) < tolerance && abs(green1 - green2) < tolerance && abs(blue1 - blue2) < tolerance && abs(alpha1 - alpha2) < tolerance } func getPixelData(from image: UIImage) -> [UInt8]? { guard let cgImage = image.cgImage else { return nil } let width = Int(cgImage.width) let height = Int(cgImage.height) let bytesPerPixel = 4 let bytesPerRow = bytesPerPixel * width let bitsPerComponent = 8 let bitmapInfo = CGImageAlphaInfo.premultipliedLast.rawValue var pixelData = [UInt8](repeating: 0, count: width * height * bytesPerPixel) guard let context = CGContext(data: &pixelData, width: width, height: height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: CGColorSpaceCreateDeviceRGB(), bitmapInfo: bitmapInfo) else { return nil } context.draw(cgImage, in: CGRect(x: 0, y: 0, width: width, height: height)) return pixelData } func performMagicWandSelection(inputImage: UIImage, selectedColor: UIColor, tolerance: Float) -> UIBezierPath? { guard let pixelData = getPixelData(from: inputImage) else { return nil } let width = Int(inputImage.size.width) let height = Int(inputImage.size.height) let bytesPerPixel = 4 let path = UIBezierPath() var isDrawing = false for y in 0..<height { for x in 0..<width { let index = (y * width + x) * bytesPerPixel let pixelColor = UIColor( red: CGFloat(pixelData[index]) / 255.0, green: CGFloat(pixelData[index + 1]) / 255.0, blue: CGFloat(pixelData[index + 2]) / 255.0, alpha: CGFloat(pixelData[index + 3]) / 255.0) if colorMatches(selectedColor: selectedColor, pixelColor: pixelColor, tolerance: tolerance) { let point = CGPoint(x: x, y: y) if !isDrawing { path.move(to: point) isDrawing = true } else { path.addLine(to: point) } } else { if isDrawing { path.close() isDrawing = false } } } } if isDrawing { path.close() } return path }
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309
May ’24
Store USDZ with SwiftData
I am trying to store usdz files with SwiftData for now. I am converting usdz to data, then storing it with SwiftData My model import Foundation import SwiftData import SwiftUI @Model class Item { var name: String @Attribute(.externalStorage) var usdz: Data? = nil var id: String init(name: String, usdz: Data? = nil) { self.id = UUID().uuidString self.name = name self.usdz = usdz } } My function to convert usdz to data. I am currently a local usdz just to test if it is going to work. func usdzData() -> Data? { do { guard let usdzURL = Bundle.main.url(forResource: "tv_retro", withExtension: "usdz") else { fatalError("Unable to find USDZ file in the bundle.") } let usdzData = try Data(contentsOf: usdzURL) return usdzData } catch { print("Error loading USDZ file: \(error)") } return nil } Loading the items @Query private var items: [Item] ... var body: some View { ... ForEach(items) { item in HStack { Model3D(?????) { model in model .resizable() .scaledToFit() } placeholder: { ProgressView() } } } ... } How can I load the Model3D? I have tried: Model3D(data: item.usdz) Gives me the errors: Cannot convert value of type '[Item]' to expected argument type 'Binding<C>' Generic parameter 'C' could not be inferred Both errors are giving in the ForEach. I am able to print the content inside item: ForEach(items) { item in HStack { Text("\(item.name)") Text("\(item.usdz)") } } This above works fine for me. The item.usdz prints something like Optional(10954341 bytes) I would like to know 2 things: Is this the correct way to save usdz files into SwiftData? Or should I use FileManager? If so, how should I do that? Also how can I get the usdz from the storage (SwiftData) to my code and use it into Model3D?
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448
May ’24
Game rejected due to Bitcoin logo - Copycats
Hi everyone, Last month, my endless runner game set in a crypto world was rejected for using the Bitcoin logo, labeled as a "Copycats" issue. We were asked to remove the logo and Bitcoin prices, even though the Bitcoin logo is public domain. I noticed other Bitcoin games on the AppStore were updated recently without any problems. I couldn't find any rules against using Bitcoin in the guidelines. When I appealed, they just told me to remove it again but didn't explain why. We've updated our game several times before, and only this small bug fix was rejected. Any advice on what are the next step? Anyone experienced this? Cheers
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424
Mar ’24
VisionOS Metal Sample issue with clearColor
Hi everyone, This happens with Xcode 15.3 (15E204a) and visionOS 1.1.2 (21O231). To reproduce this issue, simply create a new VisionOS app with Metal (see below). Then simply change the following piece of code in Renderer.swift: func renderFrame() { [...] // Set the clear color red channel to 1.0 instead of 0.0. renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 0.0) [...] } On the simulator it works as expected while on device it will show a black background with red jagged edges (see below).
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374
Apr ’24
GroundingShadowComponent tanks performance even when set to false
Working on a vision OS app. I've noticed that even when castsShadow is false, performance goes down the drain when there are more than a few dozen entities that have GroundingShadowComponent. I managed to hard crash the Vision Pro with about 200 or so entities that each had two ModelEntities with GroundingShadowComponent attached but set to castShadows = false. My solution is to add and remove the GroundingShadowComponent from entities as needed, but I thought maybe someone at Apple might want to look into this. I don't expect great performance with that many entities casting shadows, but I'd think turning the shadow off would effectively disable the component and not incur a performance penalty.
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462
May ’24