Interruptible animations and the pursuit of Apple-grade UI polish
One post credits iOS's fluid feel to in-process animations and springs that preserve velocity. A related post recommends a Destiny engine talk as a model for extreme threading control, while noting most apps don't need it.
TLDR
One post argues that iOS has gradually replaced render-server animations with in-process animations that users can interrupt or control. It cites the iPhone X app switcher, Dynamic Island and Liquid Glass bars as examples. It also says running animation and event handling in the same process makes it easier to interrupt, retarget or gesture-control spring animations while preserving their velocity. On the broader pursuit of polish, a related post recommends “Multithreading the Entire Destiny Engine.” It argues that approaching Apple-grade interfaces calls for increasingly fine control over work running on multiple threads—but stresses that most apps never need that level of control.
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Interruptible animations and the pursuit of Apple-grade UI polish
One post credits iOS's fluid feel to in-process animations and springs that preserve velocity. A related post recommends a Destiny engine talk as a model for extreme threading control, while noting most apps don't need it.