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3D Apple Games by Tutorials

$49.99 $54.99
  • Platform iOS 10
  • Language Swift 3
  • Editor Xcode 8.1

Learn how to make 3D games in Swift, using Apple’s built-in 3D game framework, SceneKit.

Note: When you purchase the current PDF edition of this book, written for iOS 10/Swift 3/Xcode 8, you’ll automatically receive a free update to the future iOS 11/Swift 4/Xcode 9 PDF edition of the book!

Release date for the iOS 11/Swift 4 edition of the book: Sept 27 2017.

Developer Guide

Intermediate

For intermediate iOS developers
3D Apple Games by Tutorials book cover

Learn how to make 3D games using Swift 3 and SceneKit!

Through a series of mini-games and challenges, you will go from beginner to advanced and learn everything you need to make your own 3D game!

This book is for beginner to advanced iOS developers. Whether you are a complete beginner to making iOS games, or an advanced iOS developer looking to learn about SceneKit, you will learn a lot from this book!

Table of Contents

3D Apple Games by Tutorials is 24 chapters and 466 pages, split into six sections and moves from beginning to advanced topics. In the four main sections of the book, you will create a complete mini-game from scratch!

Section I: Hello, SceneKit!

1.

Scenes

Start off by creating your very first SceneKit game project, and get to know the basics.

2.

Nodes

Learn how to use nodes, primitive geometry shapes and cameras to construct a basic 3D scene from the ground up.

3.

Physics

Unleash the power of the built-in physics engine, and learn how to add basic physics to the elements in your game.

4.

Render Loop

Learn all about the render loop within SceneKit, and how you can leverage it to update the elements in your game.

5.

Particle Systems

Create massive explosions for your game, by learning how to create and use the 3D particle system.

Section II: The SceneKit Editor

6.

Scene Editor

Get a hands-on introduction on how to use Xcode’s awesome built-in SceneKit Editor.

7.

Cameras

Learn about the different types of cameras SceneKit has to offer.

8.

Lights

Learn all about the different types of lights, and how to properly set them up for your game.

9.

Geometric Shapes

Get your hands dirty and construct the entire game scene with just using the built-in SceneKit primitive shapes.

10.

Basic Collision Detection

Add physics to your game and learn how to handle basic collision detection.

Section III: Intermediate SceneKit

11.

Materials

Learn about the different lighting models and the various material types supported by SceneKit.

12.

Reference Nodes

Learn how to start using reference nodes in your game.

13.

Shadows

Learn how to use and configure the darker element of light, known as shadows.

14.

Intermediate Collision Detection

Learn all about bit masks and how to make use of them for more intermediate collision detection scenarios.

15.

Motion Control

Add motion control to your game, and learn how to use the motion data to move the elements in your game.

Section IV: Other Platforms

16.

macOS Games

You’ll take a complete iOS game and add a target for macOS. Along the way, you’ll learn some of the differences between the platforms, such as windows and mouse and keyboard events.

17.

tvOS Games

Building from Chapter 18, you’ll add another target for tvOS. You’ll learn concepts such as Focus and parallax icons, Top Shelf and working with the Apple TV Remote.

18.

watchOS Games

Lastly, you’ll add a target for watchOS, and you’ll learn about gestures, the Digital Crown and Haptic Feedback. You’ll also discover some of the design considerations when working with a small device.

Section V: Advanced SceneKit

19.

Transitions

Create multiple scenes and learn how to transition from one to the other.

20.

Advanced Reference Nodes

Start building more complex scenes by leveraging the power of reference nodes to make scene-building child’s play.

21.

Actions

Learn how to add basic animation to the elements in your game by using Xcode’s built-in action editor.

22.

Advanced Collision Detection

Learn how to use more advanced collision techniques to solve certain scenarios.

23.

Audio

Harness SceneKit’s built-in sound capabilities to play music, sound effects and ambient sounds.

Section VI: 3D Game Art

24.

3D Art for Programmers

Learn how to build your own 3D voxel art made famous by Crossy Road and other retro-styled games, and how to export it for use in your SceneKit games.

Meet the authors

Chris Language Chris Language RW Team Member

Customer reviews

'3D Apple Games by Tutorials'

The Challenges at the end of the chapters help to reinforce what I've learned, and help me to think of my own programming compositions. The support and forum community for this book is great.

Larry V.

This book helped me understand how SceneKit works. After reading this book, I created my very own 3D game!

Jason D.

This book gave me a solid grounding in SceneKit: how to build and move characters, create level maps, handle object collisions, and trigger sound effects. I feel confident I can build my own game now.

Randy H.
3D Apple Games by Tutorials book cover

Get 3D Apple Games by Tutorials

Learn how to make 3D games in Swift, using Apple’s built-in 3D game framework, SceneKit.

Note: When you purchase the current PDF edition of this book, written for iOS 10/Swift 3/Xcode 8, you’ll automatically receive a free update to the future iOS 11/Swift 4/Xcode 9 PDF edition of the book!

Release date for the iOS 11/Swift 4 edition of the book: Sept 27 2017.

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