OS X 10.9 Mavericks Review
An anonymous reader writes "John Siracusa at Ars Technica has put together a comprehensive review of Apple's OS X 10.9 Mavericks. This is the first time a major OS X update has been free, and it works on any device that supports Mountain Lion. This suggests Apple is trying to boost adoption rates as high as possible. Siracusa says the following about Apple's move away from skeuomorphic design: 'Mavericks says enough is enough. The leather's gone, the fake pages are gone, the three panes are independently resizable (more or less), even the title bar is bone-stock, and it's boring?' On the other hand, he was a big fan of all the internal optimizations Apple has done, since the energy savings over Mountain Lion are significant. He found a 24% increase in his old MacBook Pro's battery life, and a 30% increase for his new MacBook Air. He also praised the long-needed improvements to multi-monitor support: ' Each attached display is now treated as a separate domain for full-screen windows. Mission Control gestures and keyboard shortcuts will now switch between the desktop and full-screen windows on the display that contains the cursor only, leaving all other displays untouched.' The 24-page review dives deeply into all the other changes in Mavericks, and is worth reading if you're deciding whether or not to upgrade."
> Skeumorphism is just a thing, if done right it is great, if done poorly, it is bad.
As a 3D, UI, & UX expert I concur 100%.
Skeumorphism is like spice. A little kicks it up a notch. Not having any is TOO plain; having too much and that is worse then not having any.
IMO the BIGGER problem is OSX 10.9 and iOS 7 completely desaturating and removing all 3d shading -- THAT is the hideous UI crime. The UI designers should be forced to use Windows 1.x for their stupidity.
Any "computer art professor" that teaches which style is "superior", as opposed to "how to do" any style you are tasked to implement, isn't worth the time spent with them.
The issue of replicating physical interfaces is not, and never will be, cut and dry. Some physical interfaces are highly refined and functional, and abandoning them leads to problems (look at a modern audio system as compared to, for instance, a late 1970's Marantz. Now try to turn up the midrange, or route one recording input to a recording output, assuming your modern hardware even has them.)
There are some excellent UI design guidelines out there. Like, don't constantly show and hide interface elements, it fouls up muscle memory. But "bury everything in menus" is a total newbie suck move, and "remove all familiarity" (which is what the rabid anti sku folk are saying, really) is also a suck move.
Change and so forth in moderation, see?
I've fallen off your lawn, and I can't get up.
The Sprite Kit is just a 2D sprite library
There you go again. Have you used it? It's "just" a 2D sprite library that has the simplest API I've ever seen, and yet handles all the OpenGL stuff behind the scenes for you, has a full particles system AND a physics engine, all built in. The physics alone (which is not just basic collision detection but a full physics environment) is worth the price of admission, which is ummm, free.
As a test I piled sprites of about 100x100 pixels, all with attached particle emitters and each with a physics body into the system, moving randomly and interacting according to their 'natural' physics. On my 13" Macbook Pro Retina I only started to see the framerate dip below 60fps when I got to almost 3000 sprites. That's good performance actually.
2D games may be ho-hum to some, but with simple API, power and performance SK gives you, I look forward to seeing what cool stuff people come up with. Should be fun.