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iOS 9 Game development Essentials

You're reading from   iOS 9 Game development Essentials Design, build, and publish an iOS game from scratch using the stunning features of iOS 9

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781784391430
Length 224 pages
Edition 1st Edition
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Author (1):
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Chuck Gaffney Chuck Gaffney
Author Profile Icon Chuck Gaffney
Chuck Gaffney
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Table of Contents (10) Chapters Close

Preface 1. The Swift Programming Language 2. Structuring and Planning a Game Using iOS 9 Storyboards and Segues FREE CHAPTER 3. SpriteKit and 2D Game Design 4. SceneKit and 3D Game Design 5. GameplayKit 6. Exhibit the Metal in Your Game 7. Publishing Our iOS Game 8. The Future of iOS Game Development Index

SceneKit features introduced in iOS 9 / Xcode 7


Let's go back to transitions and animations. As of iOS 9, we can change a character or other 3D object's blend mode very easily in SceneKit.

A display of the various blend modes in SceneKit from WWDC2015

Blend modes can be changed simply with one line, aSCNMaterial.blendMode = .Add, where aSCNMaterial is an object representing the material of SCNNode. Changing blend modes can create a number of effects. Some games use a player's ghost to show a past run through they are trying to beat, or there's the fade effect boss characters make when defeated. Combine with SCNTransaction to have characters fade in and out of these modes.

Audio nodes and 3D sound

As of iOS 9, we can place 3D sounds into our SceneKit scenes. The addAudioPlayer() function of the SCNNode class function lets us append a sound to that node, and wherever that node is in 3D space, the sound will adhere to 3D audio mixing; that is, if the audio source's positional property is set to...

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