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Podcast interview with Dan Grigsby of Mobile Orchard on Loopy’s development

iphone-loopy-mobileorchard.pngLast Thursday I did an interview with Dan Grigsby from Mobile Orchard; the interview is now online.

Highlights from this interview include: From UIView to OpenGL: the seven different implementations it took to finalize its unique — and Best App Ever award-nominated — UI. From audio-queues to Remote IO: the four different architectural approaches he tried before finalizing audio subsystems. The travails of trying to implement echo cancelation. The business of making a living off of a $10 app

Listen to it here, or subscribe in iTunes (30 min.)

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2 Comments

  1. Posted March 26, 2009 at 3:01 pm | Permalink

    Hi Michael. Great interview, congrats on the app, it sounds like you put a lot of work into it. I just have one question:

    When you said you gave up on UIView rendering because the images were drawing too slowly, did you look into using a CGLayerRef? It's basically an on-graphics-chip cache of, well, anything you'd care to render (image, path, composite etc). More detail from apple at: http://developer.apple.com/documentation/graphicsimaging/Conceptual/drawingwithquartz2d/dq_layers/dq_layers.html#//apple_ref/doc/uid/TP30001066-CH219-TPXREF101

    I know that article isn't iphone-specific, but I followed the example and got a huuuuuge boost to my UIView iphone app's performance.

    Cheers – Rob (@robfe)

    • Posted March 26, 2009 at 3:15 pm | Permalink

      Thanks, Rob!

      Nope, I didn't try CGLayers! By the time I was aware of them I'd already decided that the masking approach made more sense, and was off on a new tangent.

      It does sound like a good thing to try for next time. That said, I'm pretty happy with the OpenGL implementation.