The Technology of iCircuit 3D
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The Technology of iCircuit 3D
1–10 of 18 posts
Re: The Technology of iCircuit 3D
#2Re: The Technology of iCircuit 3D
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#4Very cool, but seems like a bizarre choice to use C# and then lock in to Apple’s stuff. If you’re making a 3D app with C# you might as well use Unity. Something like this could even find an audience on Steam.
Re: The Technology of iCircuit 3D
#5Kind of neat. Why not async and TPL instead of all the manual locking?
It seems to be a "classical" OO model with mutation-from-anywhere. Effectively a database in memory.
Re: The Technology of iCircuit 3D
#6Re: The Technology of iCircuit 3D
#7Re: The Technology of iCircuit 3D
#8Very cool, but seems like a bizarre choice to use C# and then lock in to Apple’s stuff. If you’re making a 3D app with C# you might as well use Unity. Something like this could even find an audience on Steam.
He used what he is productive in though and there is nothing wrong with that. Obj-C and (to a lesser extent) Swift are pretty alien to a long-time .NET developer. The author of this app is very active in the Xamarin space and recently contributed enhancements for Catalyst support.
Edit: of course it can be great to use what you are comfortable with. Done (and really, really good, is better than perfect.
The way he is using property definitions with SetUndoableProperty seems like a really good fit for Swift’s property wrappers. Instead of writing getter and setters for every property you could just write them in once in the property wrapper definition and then annotate each property with @Undoable.
Re: The Technology of iCircuit 3D
#9Kind of neat. Why not async and TPL instead of all the manual locking?
Re: The Technology of iCircuit 3D
#10This might have use for layout prototyping, thinking about it. But until it has tubes I don't need it.
Nice work - really does look good.