As the developer of Predictive iDash, Dave Mikesell was tasked with creating a cross-platform app to assist race car drivers on the track. The app displays a wide assortment of live performance data to the driver as well as saves racing sessions to a local database for use as a baseline for predictive lap timing.
Can you tell us about your development background and the work you do?
The type of development has varied too, including computer graphics, interactive voice response, client/server corporate IT, and most recently mobile development.
Predictive iDash is my second published application.The first is an iOS game called Killer Bees, a replica of an Odyssey II game of the same name that was published in the 1980s and that I happened to play way back then. I wrote that almost exclusively in C++, with the necessary bootstrap Objective-C code. My collision detection was home grown and all rendering was done via OpenGLES.
Can you tell us a bit about Predictive iDash and your role in development?
Tell us about the functionality of Predictive iDash. What are the key features of the app?
The predicted lap time shows the driver if he is ahead or behind his best lap time, and of course displays the predicted lap time of the current lap.
iDash also displays system status information, like number of available GPS satellites, battery voltage, and SD memory card capacity.
What were some of the challenges in building Predictive iDash?
Second, supporting Android is much different than iOS, where the hardware choices are fairly limited and consistent. A wide variety of vendors make Android devices with varying levels of quality and display resolutions, however, so it was a challenge making sure the application looked and performed the same everywhere.