Mohamed Omar

3, 2, 1 ... Swift off

The very first app I ever downloaded on my ancient iPod touch approximately 7,000 years ago was Temple Run.

I don't remember anyone telling me about it or even consciously finding and downloading it from the app store. I just remember it being the first app on my device that wasn't pre-installed. It just temple ran into my world.

iPod touch

Not my actual iPod, though that engraving makes me wish it was. Source: WikiMedia

The game itself didn't exactly blow my mind. At the time, I was already playing video games regularly — while pretending I didn't to seem cool, of course.

What did impress me however was how responsive it felt. The swipes instantly and smoothly controlling our dear Temple Runner to make him turn, jump or slide.

Like the vast majority of people starting to use iPod or iPhone apps for the first time, I had no idea how these things were built, how they waited for our cheeto-dusted fingers to thunder down from on high and command a glob of pixels on a screen to do something.

It was magical, and I had precisely zero interest in how these apps were made.

Now, having worked as a software engineer for a few years, I have zero interest in playing Temple Run — or learning the game engine and/or languages it used — but I sure as hell want to know how modern iPhone apps like it are built.

So I've started Paul Hudson's 100 days of SwiftUI, because I'm a sucker for "100 days of.." challenges and also because my teen nephew suggested him. I trust my teen nephew.

I'll be updating the blog (definitely haven't promised that before!) with my progress as I make my way through the course. Will I be able to make my very own Temple Run at the end of it? Will I crash and burn after a few days? Let's find out!