Book Image

Swift Game Development - Third Edition

By : Siddharth Shekar, Stephen Haney
Book Image

Swift Game Development - Third Edition

By: Siddharth Shekar, Stephen Haney

Overview of this book

Swift is the perfect choice for game development. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features – including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store.
Table of Contents (22 chapters)
Swift Game Development Third Edition
Contributors
Preface
Other Books You May Enjoy
Index

Importing scenes from an external 3D application


Although we can add objects, cameras, and light through code, it will become very tedious and confusing when we have a lot of objects to add to the scene. In SceneKit, this problem can be easily overcome by importing scenes prebuilt in other 3D applications.

All 3D applications, such as 3D StudioMax, Maya, Cheetah 3D, Blender, and so on, have the ability to export scenes in Collada(.dae) and Alembic(.abc) format. We can import this scene with lighting, camera, and textured objects in SceneKit directly, without the need for setting up the scene.

In this section, we will import a Collada file into the scene. In the resources folder for this chapter, you will find the theDude.DAE file and theDude.png file. Drag the files into the current project under the art.scnassets:

If the model is not showing up in the scene, then you might have to drag and drop the .png onto the model in the view.

Next, in the GameSCNScene, add the following code after the...