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[A 2D iPhone Game Framework]

Objective-C Games Date: Jan 2010

The project reviews some of the existing design patterns and available algorithms used in iPhone games development. The application created is a template project for a 2D iPhone game.

Issues including efficient rendering, extendibility and objects persistence are discussed and algorithms for dealing with these issues are devised.

The core ideas are based on the Model-View-Controller design pattern and the subsumption architecture which are combined together to provide behaviour-based modules that form game world objects.

iPhone development, 2D games, Model-View-Controller, factory pattern, decorator pattern, subsumption architecture

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Stardust Colonies

Stardust Colonies is a strategy game in which player-controlled units are aware of and affected by both their own memory and preferences, as well as by their colony's well-being.

Alien Strike

Alien Strike was an addictive copter shooter game sold on iTunes during 2009 and 2010, where you flew a UFO and fought against the futuristic Earth. The movement was controlled by holding a finger on the screen in order to go up, while the default UFO movement was to fall down. Player had the ability to shoot and drop bombs to watch the earthlings explode.


The main purpose of pyCreeper is to wrap tens of lines of python code, required to produce graphs that look good for a publication, into functions. It takes away your need to understand various quirks of matplotlib and gives you back ready-to-use and well-documented code.

Designing Robot Swarms

This project looks at the challenges involved in modeling, understanding and designing of multi-robot systems.

Robustness in Foraging E-puck Swarms Through Recruitment

Swarms of five e-puck robots are used in a semi-virtual environment, facilitated by the VICON positioning system. Recruitment can make swarms more robust to noise in robot global positioning data.

Information Flow Regulation in Preferentially Foraging Swarms

Swarms are tasked with foraging from multiple sources in dynamic environments where source locations change periodically. Preferential foraging leads to a better swarm performance, provided that information flow among robots, that results from recruitment, is regulated