Beginning Swift Games Development for iOS

Editorial Reviews

Game apps are one of the most popular categories in the Apple iTunes App Store. Well, the introduction of the new Swift programming language will make game development even more appealing and easier to existing and future iOS app developers. In response, James Goodwill and Apress introduce you to this book, Beginning Swift Games Development for iOS. In this book, you’ll learn the fundamental elements of the new Swift language as applied to game development for iOS.

In part 1, you’ll start with a basic 2D game idea and build the game throughout the book introducing each SpriteKit topic as we add new functionality to the game. By the end of the book, you’ll have experience with all the important SpriteKit topics and have a fully functional game as a result. In part 2 of this book, you’ll learn 3D game development using Apple’s SceneKit framework and the Swift programming language. And, you’ll follow the same pattern we used for part 1.

After reading and using this book, you’ll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS enabled device and perhaps sell in the Apple iTunes App Store.

What you’ll learn

  • What is the Swift Programming Language
  • How to apply it to iOS game development
  • How to use SpriteKit with Swift
  • How to use SceneKit with Swift
  • How to build your first 2D game app using SpriteKit and Swift
  • How to build 3D game from 2D using SceneKit and Swift

Who this book is for

This book is for iOS app developers new to Swift or for those thinking of doing iOS game app development for the very first time.

Table of Contents

Part I: Swift and Sprite Kit
Chapter 1: Setting Up Your Game Scene and Adding Your First Sprites
Chapter 2: Sprite Kit Scenes and SKNode Positioning
Chapter 3: Adding Physics and Collision Detection to Your Game
Chapter 4: Adding Scene Scrolling and Game Control
Chapter 5: Adding Actions and Animations
Chapter 6: Adding Particle Effects to Your Game with Emitter Nodes
Chapter 7: Adding Points and Sound
Chapter 8: Transitioning Between Scenes
Chapter 9: Sprite Kit Best Practices

Part II: Swift and Scene Kit
Chapter 10: Creating Your First Scene Kit Project
Chapter 11: Building the Scene
Chapter 12: Lighting, Camera, and Material Effects in Scene Kit
Chapter 13: Animating Your Models
Chapter 14: Hit Testing and Collision Detection
Chapter 15: Using Sprite Kit with a Scene Kit Scene
Chapter 16: Advanced Topics and Tips

Appendix A: The Swift Programming Language

Book Details

  • Author: ,
  • Pages: 276 pages
  • Edition: 1
  • Publication Date: 2015-03-25
  • Publisher:
  • Language: English
  • ISBN-10: 1484204018
  • ISBN-13: 9781484204016

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