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Mark Brownsword

A Blog about Software Engineering


  • October 1, 2017

    Adding Command Buttons to the Hexagonal Map Game

    Introduction This article demonstrates how to overlay Button Elements onto an Hexagonal TileMap in SpriteKit. The buttons will stay fixed in place while the map moves and the buttons will respond to touch events by executing specific commands. The Hexagonal TileMap is an SKTileMapNode and the buttons are a composite of SKSpriteNode and SKLabelNode. Prerequisites […]

  • June 19, 2017

    Introducing Galago Pro

    I’ve recently switched from an Apple MacBook to a System76 Galago Pro with Ubuntu 17.04 as my personal computer. The reason why is to make some dots. My observation is that we are converging on Linux as a deployment target for cloud applications and with .NET Core able to run on Linux, I felt inspired […]

  • December 3, 2016

    Looking at GameplayKit

    Introduction This article explores the use of Entity Component System (ECS), Pathfinding and State Machine components in the GameplayKit Framework. I don’t make any claims of expertise on the topic of GameplayKit, other than I’m enjoying exploring an interesting topic that takes me through the fundamentals of Computer Science. Entity Component System I’ve done some […]

  • September 24, 2016

    Hexagonal Tilemaps in SpriteKit

    One of the new features added into iOS 10 and Xcode 8 is the SpriteKit Tilemap Editor. This editor provides a visual editing surface for SKTileMapNode which is described as ‘A node used to render a 2D array of textured sprites‘. The SKTileMapNode is represented as layers in the Tilemap and e.g. allows a building […]

  • May 8, 2016

    Draw a Sparkline with D3

    Overview A Sparkline is a kind of line chart, usually drawn without axes, placed inline with text e.g. with tabular data. It is the simplest of visualisations and an ideal entry into learning D3. This post discusses the visualisation of a Burndown chart as a Sparkline, built with Angular and D3. Data D3 means ‘Data […]

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