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3D Apple Games by Tutorials - Beginning 3D iOS Game Development with Swift 3 Pages : 466 - Edition : 0 - Type : pdf


3D Apple Games by Tutorials - Beginning 3D iOS Game Development with Swift 3 (Chris Language)

Shared by le kaka on 2016-11-26

3D Apple Games by Tutorials Chapter 1, Scenes: Start off by creating your very first SceneKit game project, and get to know the basics. Chapter 2, Nodes: Learn how to use nodes, primitive geometry shapes and cameras to construct a basic 3D scene from the ground up. Chapter 3, Physics: Unleash the power of the built-in physics engine, and learn how to add basic physics to the elements in your game. Chapter 4, Render Loop: Learn all about the render loop within SceneKit, and how you can leverage it to update the elements in your game. Chapter 5, Particle Systems: Create massive explosions for your game, by learning how to create and use the 3D particle system. Chapter 6, Scene Editor: Get a hands-on introduction on how to use Xcode’s awesome built-in SceneKit Editor. Chapter 7, Cameras: Learn about the different types of cameras SceneKit has to offer. Chapter 8, Lights: Learn all about the different types of lights, and how to properly set them up for your game. Chapter 9, Geometric Shapes: Get your hands dirty and construct the entire game scene with just using the built-in SceneKit primitive shapes. Chapter 10, Basic Collision Detection: Add physics to your game and learn how to handle basic collision detection. Chapter 11, Materials: Learn about the different lighting models and the various material types supported by SceneKit. Chapter 12, Reference Nodes: Learn how to start using reference nodes in your game. Chapter 13, Shadows: Learn how to use and configure the darker element of light, known as shadows. Chapter 14, Intermediate Collision Detection: Learn all about bit masks and how to make use of them for more intermediate collision detection scenarios. Chapter 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 In this section, you’ll learn how to leverage your iOS knowledge to build games for the other Apple Platforms: macOS, tvOS and watchOS. Chapter 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. Chapter 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. Chapter 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. Chapter 19, Transitions: Create multiple scenes and learn how to transition from one to the other. Chapter 20, Advanced Reference Nodes: Start building more complex scenes by leveraging the power of reference nodes to make scene-building child’s play. Chapter 21, Actions: Learn how to add basic animation to the elements in your game by using Xcode’s built-in action editor. Chapter 22, Advanced Collision Detection: Learn how to use more advanced collision techniques to solve certain scenarios. Chapter 23, Audio: Harness SceneKit’s built-in sound capabilities to play music, sound effects and ambient sounds. ==== ===== NOTE: Book+source code will be sent to you if you finish the follow game. To receive this book, please finish all steps following: _ Step 1 : Like and share Fanpage : in public _ Step 2 : Comment at least 5 friends and invite them to like the Fanpage _ Step 3: Message to Fanpage _ Step 4: Receive the Book. (Admin will send one by one)

tags  Tags:  iOS , Game Development  ,Swift 3 

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