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

Chapter 14. Introduction to Spritekit with ARKit

Arkit is a new framework developed by Apple to create 2D and 3D augmented reality (AR) apps for iOS. AR apps take real-world information using various sensors and place virtual objects in tandem with the real-world environment's position and lighting conditions. When viewed from the screen of the device, the virtual objects are anchored in the real world, and even if you move the device the virtual objects will scale and light up as if they are part of the real world.

In this chapter, we will see how to create a small ARKit app using SpriteKit.

The following topics are covered in the chapter:

  • Requirements for the project

  • Creating an AR SpriteKit project

  • Adding text and crosshair

  • Adding anchors at random location

  • Adding custom sprites

  • Registering Touch Controls to remove game objects