Learn how to make 3D games in Swift, using Apple’s built-in 3D game framework, 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!
This section covers the basics of making 3D games with SceneKit. You’ll look at the most important techniques used in almost every 3D SceneKit game created, and by the end of this section you’ll know enough to make your very own little 3D game: Geometry Fighter. This is a Fruit Ninja style game, with colorful geometric shapes thrown up into the air for your pure destructive indulgence. Seek out your inner Darth Vader and use the force to destroy the colorful shapes with a single touch of death!
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.
Learn all about the render loop within SceneKit, and how you can leverage it to update the elements in your game.
Create massive explosions for your game, by learning how to create and use the 3D particle system.
Xcode include a variety of standard built-in tools; in this section, you’ll take an in-depth look at them. These tools will make building your 3D games with SceneKit easier, faster and even more fun. Throughout this section you’ll be making a game called Breaker, which is based on Breakout, but it adds a nice new 3D look and feel. Keep your paddle and ball close by, so you can go bust up some bricks!
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.
Get your hands dirty and construct the entire game scene with just using the built-in SceneKit primitive shapes.
Add physics to your game and learn how to handle basic collision detection.
In this section you will create stunning a make belief world, with a shiny wooden relic awaits brave warriors with exceptional balancing skills to guide it through a maze high up in the sky. The game is called Marble Maze, and is somewhat based on the Labyrinth-styled games with a twist.
Learn about the different lighting models and the various material types supported by SceneKit.
Learn how to start using reference nodes in your game.
Learn how to use and configure the darker element of light, known as shadows.
Learn all about bit masks and how to make use of them for more intermediate collision detection scenarios.
Add motion control to your game, and learn how to use the motion data to move the elements in your game.
n this section, you’ll learn how to leverage your iOS knowledge to build games for the other Apple Platforms: macOS, tvOS and watchOS.
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.
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.
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.
“The SceneKit Force is quite strong within you, young apprentice.” (Read in a deep, heavy, asthmatic breathing voice. :] ) In this section, you’ll learn few more advanced techniques, as well as apply all the skills you’ve learned up to this point, to creating an awesome little voxel style game. By the end of this section, you’ll know enough to take on the big Hipster Whales out there with your very own game: Mr. Pig. This is a Crossy Road style game with stunning voxel graphics, a catchy tune and some cool sound effects. No need to get your tail in a twist or ham it up — we’ll walk you through every step of building the game!
Create multiple scenes and learn how to transition from one to the other.
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.
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.
We’ve also included a bonus chapter, all about creating your own voxel-style art, à la Mr. Pig!
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.
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.