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Sorry, but if you went through all the steps required to actually build and ship a real application on a normal platform (Mac/Win), it'd probably seem a lot more complex, but just not in a bureaucratic way.

(He said, having just gone through all this pain himself. Our app is still in review, but if you're interested, there's a pre-release website for it: http://grafly.com. It's a 2d/3d equation graph explorer with some pretty interesting technology hidden inside. (I didn't write that part. ;-))

There's some nonsense here, yes, but it's just part of the ecosystem.

It might actually consume 2-3 days of your life; if you're serious about making apps for the iPhone, that's really not a barrier.

Maybe it keeps out the whiners. ;-)



Grafly looks awesome. Is the "interesting part" in-house?


Thanks!

Yes, the 2d/3d isosurface incremental exploration machinery was all written (exceedingly tight C++) by my whiz-kid development partner.

The challenge is to take an arbitrary equation in a given viewport (2d or 3d cube), find all the satisfying points, and build a displayable mesh (output as OpenGL triangles).

Then, as the user zooms in and out, pans around, etc., the challenge is to rebuild the new mesh intelligently, re-using what you computed so far, including garbage-collecting all the old mesh values, all the while increasing or reducing the mesh density for the given zoom level.

It's a really hard problem he solved extremely well.




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