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Currently ChatHeads are positioned based on a simple rule (move to the edge of the screen based on the release point). But Facebook built a more sophisticated way of interaction. The whole system is based on real physics (e.g. you can throw a ChatHead from one edge to the other, which is definitely done by calculating the physics).
[...] “We built an entire physics engine that everything runs on,” he says. “It’s more like your app is built like a game, as opposed to built with app components.” [...] Source <- maybe that's only related to Android.
I'm not sure if the animations are done by a physics engine or by "simply" calculating the animation path based on gravity and mass and the animation itself is done by CoreAnimation.
The text was updated successfully, but these errors were encountered:
Currently ChatHeads are positioned based on a simple rule (move to the edge of the screen based on the release point). But Facebook built a more sophisticated way of interaction. The whole system is based on real physics (e.g. you can throw a ChatHead from one edge to the other, which is definitely done by calculating the physics).
[...] “We built an entire physics engine that everything runs on,” he says. “It’s more like your app is built like a game, as opposed to built with app components.” [...] Source <- maybe that's only related to Android.
I'm not sure if the animations are done by a physics engine or by "simply" calculating the animation path based on gravity and mass and the animation itself is done by CoreAnimation.
The text was updated successfully, but these errors were encountered: