I've been working with Swift since it was launched in the Xcode 6 betas. It has been challenging. Working through all of the betas and going with Swift was probably an insane choice given that Swift was in such a state of evolution. Every beta would cause a sea of red flags. I'd dread having to level-up when a new beta was dropped, but I figured, might as well get it over with than wait until the GM hits and have things really be in a terrible state! My vote for the "best" error that I received during development was in some computational matrix code that calculates flight paths: "Expression was too complex to be solved in reasonable time." Of course, I read that as, "The math is making the room spin up in here."
However, I dig the language, and things have stabilized significantly now.
> Every beta would cause a sea of red flags. I'd dread having to level-up when a new beta was dropped, but I figured, might as well get it over with than wait until the GM hits and have things really be in a terrible state!
Hah, sounds like my experience with Rust over the past year or two. But like Swift, Rust is a really cool and innovative language, so I've put up with it (although looking forward to things calming down soon).
Actually, it's my interest in Rust that's propelled my interest in Swift, to the point where I'm considering developing an iOS app in Swift as an experiment. I've done Android development before, but never iOS.
I may even do a game, so I was curious how your app went.
You didn't happen to open source the code, did you? I'm curious what a codebase for a well-received game in Swift looks like.
How was developing a game in Swift?