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3D Apple Games by Tutorials

  • Platform iOS 11
  • Language Swift 4
  • Editor Xcode 9

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

Developer Guide


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 473 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!



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



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



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


Render Loop

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


Particle Systems

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

Section II: The SceneKit Editor


Scene Editor

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



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



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


Geometric Shapes

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


Basic Collision Detection

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

Section III: Intermediate SceneKit



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


Reference Nodes

Learn how to start using reference nodes in your game.



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


Intermediate Collision Detection

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


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


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.


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.


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



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


Advanced Reference Nodes

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



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


Advanced Collision Detection

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



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

Section VI: 3D Game Art


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.