Wednesday, October 25, 2017

FitGraph NG UI prototype

About a month ago I started exercising more, mostly jogging, weights and soccer (with kids). Target is to be in superb shape when 2018 starts, and I'm already feeling stronger & more energetic during the day so looking good!

Anyway, this blog post is somewhat related to that. There's plenty of health-related apps and gadgets available these days and in the past I used some time pondering what would be a perfect activity tracking app for my needs. Now I decided to revive this earlier concept as 'FitGraph NG' while porting it to use QNanoPainter and polishing some parts.

As usual, let's start with a video demonstrating the actual application:


There would of course be more views available, this being just the 'activity timeline' part, but it would already cover many of my initial wishes:
  • Showing the whole day as a graph, data or textually depending on needs.
  • Automatic annotation of activities, type, duration and related activity data. And importantly, being able to select each activity to cover only data during that.
  • See how well you have reached your 'moves' goal which would come from all your activities.
  • Also collect other notes, goals, concerns etc. during the day.
I could write quite a long presentation about this, explain why things are where they are, how interactions are thought out, pinpoint small (but important!) details etc. But don't want to, you can watch the video few times and ponder about those yourself if you wish.

Some more information about the implementation side:
  • Implemented with Qt, so cross-platform on Android, iOS etc. Application logic C++ and UI naturally QML with few shaders.
  • Graphs are painted with single QNanoPainter item for efficiency. Graph animations are driven from QML side for easy tuning.
  • Data is managed with SQLite and fetched into QAbstractListModel. There's configurable QCache to reduce SQL queries. Data in this prototype is generated dummy, but basically allows "unlimited" scrolling of days.
  • Performance was important target, some tricks and optimizations were required to get application working fluidly at 60fps also on lower end Android devices. 
Thoughts welcome and thanks for reading!

Monday, October 23, 2017

Unity testing

Couple weeks ago I decided to study a bit about Unity as I haven't worked with it before. So implemented a simple "Rock Rolling in Terrain" game prototype as a case study, looking like this:


By coincidence Marko also just made a nice blog post related to Unity, and thanks to standard assets his terrain even looks quite similar to mine so not going to repeat similar notes. But all in all my initial feeling is that Unity seems quite productive environment and wouldn't mind implementing some bigger project with it to get deeper.