Better CoreAnimation Using Swift Playgrounds
summary
Claim: using Swift playgrounds and PlaygroundSupport makes CoreAnimation iteration exponential faster. Concrete demos show CA layers, CAEmitterLayer particle systems, CAReplicatorLayer spinners, animating CAShapeLayer paths and glyph outlines, and saving rendered images via the shared playground data folder using UIGraphicsImageRenderer. Notes: set parent layer m34 for believable 3D, use Measurement to convert degrees to radians, drive updates with CADisplayLink. Results: prototypes run on the GPU at ~60 Hz on device, simulator is slower; examples (replicator count 10, birthRate 2, lifetime ~10s) work and are cheap.
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chapters (21)
- 0:00Start
- 1:32The foundation of all our playgrounds
- 2:54Preparing for a vignette
- 4:49Add the sublayer, and set up colors
- 5:32Add the gradient to the main image
- 6:24Add attribution text
- 7:37From here on out, we will use emoji
- 8:12Emoji give us many shortcuts
- 9:08Add an icon to the layer
- 9:51Add a 3D transform
- 12:14Working with basic shapes
- 13:39Animate the opacity
- 14:22Animate the shape, too!
- 15:07You can use fonts to create paths, too.
- 15:22Make a method to do this.
- 16:16An awful lot of trouble to render one character...
- 16:26But "path" is animatable!
- 17:52To rotate around vertical axis, set transform on "y"
- 18:47Need to set subtransform on host layer
- 20:42New "Measurement" foundation to the rescue!
- 23:21Create a custom spinner








