<img src="antlerkit-icon.png" width="150" height="150"/>

# AntlerKit
The missing set of utilities, primitives, and bridging to allow for fast and expressive use of *SpriteKit* and *GameplayKit*.

## Motivation
Apple releases a lot of frameworks and APIs for developing for their platforms, including some tuned for game development. These are good, powerful frameworks. But the issue is, there are  a lot of them, and they don’t come out of the box playing nice with one another. Combining these frameworks to build a full game is complicated, and (if done poorly) a real mess to maintain.

*AntlerKit* is the missing bridge between these systems. It houses all those Apple frameworks relevant to 2D games under a single, consistent, expressive API. Developers can start making their game do really neat stuff really quickly.

#### *AntlerKit* provides streamlined tools for:
- 2D Rendering
- Physics
- Input
- Audio
- Scene and Gameplay Management
- Asset Management
- Update Loops
- Timers
- Mathematics and Geometry Utilities

[![Carthage compatible](https://img.shields.io/badge/Carthage-compatible-4BC51D.svg?style=flat)](https://github.com/Carthage/Carthage)

<img src="antlerkit-icon.png" width="150" height="150"/>

# AntlerKit
The missing set of utilities, primitives, and bridging to allow for fast and expressive use of *SpriteKit* and *GameplayKit*.

## Motivation
Apple releases a lot of frameworks and APIs for developing for their platforms, including some tuned for game development. These are good, powerful frameworks. But the issue is, there are  a lot of them, and they don’t come out of the box playing nice with one another. Combining these frameworks to build a full game is complicated, and (if done poorly) a real mess to maintain.

*AntlerKit* is the missing bridge between these systems. It houses all those Apple frameworks relevant to 2D games under a single, consistent, expressive API. Developers can start making their game do really neat stuff really quickly.

#### *AntlerKit* provides streamlined tools for:
- 2D Rendering
- Physics
- Input
- Audio
- Scene and Gameplay Management
- Asset Management
- Update Loops
- Timers
- Mathematics and Geometry Utilities

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