Tech

Independent developer releases custom mapping engine for Apple Watch after six-year build

iOS developer David Smith has launched a new update featuring a vertical stack interface and a custom basemap designed specifically for Apple's Liquid Glass design language.

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Owen Mercer
Markets and Finance Editor
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Source: Hacker News · original
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Pedometer++ 8 introduces bespoke rendering and offline navigation capabilities to avoid standard platform limitations

Independent iOS developer David Smith has released Pedometer++ 8, the culmination of a six-year project to perfect mapping functionality on the Apple Watch. The update marks a significant departure from standard platform tools, featuring a custom rendering engine built from scratch to ensure high performance and offline functionality for wilderness navigation.

Smith deliberately avoided Apple's standard MapKit to achieve a level of configurability required for his specific use case. By developing the engine independently, the application can render tile-based maps locally without relying on server-generated data, a limitation that plagued earlier iterations of the software. This approach allows the tool to function effectively in remote areas where connectivity is unavailable.

The new interface introduces a distinct visual style utilising a bespoke basemap created in collaboration with cartographer Andy Allen. This custom map was commissioned to optimise visibility under Apple's Liquid Glass design language, which debuted with watchOS 26. The design simplifies visual elements and increases contrast to prevent the map from appearing muddy when viewed through the watch's glassy aesthetic.

A key feature of the update is the new dark mode variant for the map tiles, specifically tuned for legibility when viewed at arm's length. The interface overlays workout metrics on a vertical stack of map tiles, with the map acting as the top page of the stack. Metrics are positioned in the top-left corner, allowing users to access navigation data and other information simultaneously without switching screens.

Smith developed the rendering engine only after the introduction of SwiftUI in watchOS 6 made realistic progress possible. Previous attempts relied on server-generated maps that were impractical for navigation or regular use, while early designs involving fixed field displays were deemed too fiddly for the platform's interaction limits. The current design resolves these issues by requiring a tap on the map to enter a "browse mode" for interactivity.

To validate the final design, Smith tested the application in the field by walking hundreds of miles. This extensive field testing confirmed that the interactive approach was the correct solution for the constraints of the device. The result is a tool that Smith describes as the absolute best available on the App Store for watchOS mapping, representing a design that feels both native to the platform and uniquely capable.

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