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It's relatively feasible today with (UI|NS)BezierPath and CAShapeLayer. It's not perfect in every situation, as CAShapeLayer is optimised for performance, but in the vast majority of cases it's worked well for me. Especially when paired with tools like PaintCode.

The tools are there by Apple, but I don't think the hardware until fairly recently could really justify the performance hit - instead choosing file size over performance. These days though, in the majority of cases, the performance hit is negligible (especially when compared to dev/design time of generating @3x assets years/months later)



It's relatively feasible today with (UI|NS)BezierPath and CAShapeLayer.

That's interesting, I might try that for launch assets, though it can't be used for app icons, I'd love to just drop in an svg and let the OS scale my icon.

Unfortunately the default path (including many default assets like icons and launch screens) is to produce tens of raster files generated from the original vectors and bundle them with the app which is wasteful, painful and prone to break with new hardware.




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