iOS developer, musician, writer, sham
Looking for full-time and freelance work (LA or remote)!
github: https://github.com/poetmountain
apps: https://www.brettwalker.net
iOS developer, musician, writer, sham
Looking for full-time and freelance work (LA or remote)!
github: https://github.com/poetmountain
apps: https://www.brettwalker.net
Well I finally got around to adding visionOS support to MotionMachine. Because it's built from the ground up as a generic animation library, it's relatively easy to do things like add animations to the RealityKit objects you see here.
I just threw this together as a test, but part of this animation even uses a PathMotion as a guide for each ball Entity, grabbing point values along CGPaths.
So much stuff that I couldn't tell you everything in MotionMachine 2.2 in one post!
The other big feature in this release is the physics engine powering PhysicsMotion and PathPhysicsMotion now supports simple collision handling using fixed start and end points. It's also gained a restitution property to let you tweak the elasticity (bounce energy) when colliding.
So you can create animations like this:
It's about time I released a new feature for my Swift animation library MotionMachine, and this is a big one. You can now animate a point along a CGPath!
PathMotion is an A to B animation using an easing equation. PathPhysicsMotion uses a physics engine.
* Animate along whole path or a portion of it
* Plays well with other MotionMachine classes - reverse, repeat, put them in groups, sequences
* Includes a CPU performance mode for complex paths
Destinations 1.1.0 has been released and now supports split views! Both UISplitViewController on UIKit and NavigationSplitView on SwiftUI can now have content presented in their columns with the new "splitView" presentation type.
A Swift library for UIKit and SwiftUI designed to manage navigation flow, abstract datasource requests, and decouple UI from app logic. - poetmountain/Destinations