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

Testing the application


That's it! Now we can test the application.

If you have two devices, then you can test this out. Host the app on one device. On the other device, click Join, and this will open a new view in which you can select the Host. Click on it. The host will get a notification telling you to Accept or Decline the connection. When they are connected, it will show Connected on the client device. Click Done.

The client now waits for the host to send the map information. The client screen will be black until it receives the map information, so don't worry.

Now the host can map the surrounding. When the Send Map button is hit, it can send the data to the client.

The client device will take a second to receive the data, and the camera will have to refocus.

Now the host can tap the screen to create an anchor on his device and the anchor should show up on the client device. Also, the client can tap on the screen to create an anchor on his device and this will show up automatically on the...