How to Tame Core Animation
summary
Shows how Core Animation drives GPU-backed animations while initial geometry and colors are generated with CPU-bound Core Graphics, then handed off to CAShapeLayer for smooth playback. Demonstrates an Apple TV background of 30 triangles connected by 24 points that follow Archimedean spiral paths, precomputing 500 positions per point so the GPU only renders morphs. Explains pitfalls: path point counts must match, timing functions affect dropped frames, and the result is implemented, performant, and open sourced.
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chapters (37)
- 0:00Introduction
- 1:06Welcome
- 1:18Theme
- 1:48About me
- 2:34About my company
- 3:03My cat Mr Byte
- 4:20Animations in iOS
- 4:50Agenda
- 5:09What is Animation
- 6:06What is Core Animation
- 7:09Core Animation Definition
- 7:49Core Animation vs UI View Animation
- 8:36Core Graphics
- 9:13Coordination
- 9:40Cocoa Framework
- 10:30Animation Timing
- 11:31Interpolation
- 13:53Code Example
- 14:18Animation Types
- 15:07UI Views
- 15:35Core Animation Concept
- 16:22Views vs Layers
- 17:35Vectors
- 18:06Triangle example
- 19:38Drawing
- 19:57Keypass
- 20:40Group Animation
- 21:03Animations Array
- 21:52Background Animation
- 22:14Lava Animation
- 22:33Drawing Board
- 23:18Archimedean Spiral
- 24:02Cartesian coordinate system
- 24:38Display ground
- 24:58How it works
- 26:09Other apps
- 26:45Conclusion
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