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Pop doesn't have any example code yet so I created a video tutorial to help folks get started (with source code): http://tapity.com/tutorial-getting-started-with-pop/



The video tutorial is nice but I fail to see how it's any easier to do with pop than just with CA. (I've been a Obj-C/Cocoa dev for 8 years)


It isn't much better for simple animations like this but I find it much easier for complex, gesture-based, dynamic animations that can change at any time based on user input.


Also a designer can tell a dev exactly what he/she wants in terms of animation values (assuming they're using origami)


> Also a designer can tell a dev exactly what he/she wants in terms of animation values (assuming they're using origami)

Thank you for introducing me to Origami! My time on HN today was not wasted.

(It's at https://facebook.github.io/origami/ if somebody else reading this also did not know about it.)


Given that much of the Paper prototyping was done in Origami, this was my first thought when I saw this library. I haven't actually used Paper yet (it's still US-only) but I'm in love with these kinds of tactile, fun interfaces.


Makes sense.


I think the main difference is they are easy to interrupt and continue from the current real position, where doing that with CA is more difficult. That would let you do some nifty stuff with gestures, I guess.


Awesome. Thanks for doing this.

I started a little example project too. So far, I have some sliders that let you play with the decay animation.

https://github.com/callmeed/pop-playground

If anyone wants to help, drop me an email.


I dig. I'd be curious to see your other implementation that you show at the end.

That said, I still have a hard time seeing how Pop is much different than iOS 7's animate with springs API.


I haven't done a tut for that yet but the source is here: https://github.com/jerols/PopTut


One thing I see right off is that it's iOS 6 compatible. I still have apps supporting that, so this is way more useful to me.




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