Beginning Swift Games Development for iOS, 2nd Edition Front Cover

Beginning Swift Games Development for iOS, 2nd Edition

  • Length: 208 pages
  • Edition: 2nd ed.
  • Publisher:
  • Publication Date: 2017-06-25
  • ISBN-10: 1484223098
  • ISBN-13: 9781484223093
  • Sales Rank: #1646511 (See Top 100 Books)
Description

Learn the fundamental elements of the new Swift 3 programming language as applied to game development for new iOS 10.

In Part 1 of this book, you’ll start with a basic 2D game idea and build the game throughout the book introducing each SpriteKit topic as you add new functionality to the game. By the end of the book, you’ll have experience with all the important SpriteKit topics and have a fully functional game as a result. In Part 2, you’ll learn 3D game development using Apple’s SceneKit framework and the Swift programming language, following the same pattern used for Part 1.

Game apps are one of the most popular categories in the Apple iTunes App Store. In response, James Goodwill and Wesley Matlock bring you Beginning Swift Games Development for iOS, Third Edition an update to their best-selling work. After reading and using this book, you’ll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS-enabled device.

What you’ll learn

  • Discover what’s in the new Swift 3 programming language
  • Apply Swift 3 to iOS 10 and 9 game development
  • Build a 2D game app using SpriteKit and Swift
  • Build a 3D game from 2D using SceneKit and Swift

Who this book is for

iOS app developers new to Swift or for those thinking of trying iOS game app development for the very first time.

Table of Contents

Part I: Introduction to Spritekit
Chapter 1: Setting Up Your Game Scene and Adding Your First Sprites
Chapter 2: SpriteKit Scenes and SKNode Positioning
Chapter 3: Adding Physics and Collision Detection to Your Game
Chapter 4: Adding Scene Scrolling and Game Control
Chapter 5: Adding Actions and Animations
Chapter 6: Adding Particle Effects to Your Game with Emitter Nodes
Chapter 7: Adding Points and Sound
Chapter 8: Transitioning Between Scenes
Chapter 9: SpriteKit Best Practices

Part II: Introduction to Scenekit
Chapter 10: Creating Your First SceneKit Project
Chapter 11: Scenes and Nodes
Chapter 12: Lighting, Camera, and Material Effects in SceneKit
Chapter 13: Render Loop, Physics, and Moving Around
Chapter 14: Collision Detection
Chapter 15: SceneKit Interaction with SpriteKit
Chapter 16: SceneKit Editor

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