Book Image

Mastering iOS 12 Programming - Third Edition

By : Donny Wals
Book Image

Mastering iOS 12 Programming - Third Edition

By: Donny Wals

Overview of this book

The iOS development environment has significantly matured, and with Apple users spending more money in the App Store, there are plenty of development opportunities for professional iOS developers. However, the journey to mastering iOS development and the new features of iOS 12 is not straightforward. This book will help you make that transition smoothly and easily. With the help of Swift 4.2, you’ll not only learn how to program for iOS 12, but also how to write efficient, readable, and maintainable Swift code that maintains industry best practices. Mastering iOS 12 Programming will help you build real-world applications and reflect the real-world development flow. You will also find a mix of thorough background information and practical examples, teaching you how to start implementing your newly gained knowledge. By the end of this book, you will have got to grips with building iOS applications that harness advanced techniques and make best use of the latest and greatest features available in iOS 12.
Table of Contents (35 chapters)
Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Exploring SceneKit


When you're looking for a game framework that has excellent support for 3D games, SceneKit is a great candidate. SceneKit is Apple's framework for creating 3D games, and it is structured very similarly to how SpriteKit is set up.

Of course, SceneKit is entirely different from SpriteKit because it's used for 3D games rather than 2D games. Because of this, SceneKit also has very different ways of creating views and positioning them on screen. For instance, when you want to create a simple object and place it on the screen, you will see terms such as geometry and materials. These terms should be familiar to game programmers, but if you're an AR enthusiast, you will probably have to get used to the terminology.

This section will walk you through setting up a straightforward SceneKit scene that closely resembles a part of the AR gallery you will implement later. This should provide you with enough information to begin experimenting with SceneKit.

Note

If you're left longing for...