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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 basics and working with nodes

Like SpriteKit, SceneKit is based on the concept of nodes. SpriteKit objects are children of the SKNode class, while SceneKit objects are children of the SCNNode class.

SceneKit basics and working with nodes

The preceding image is the SceneGraph hierarchy from Apple's SceneKit introduction. As we see, SceneKit has various nodes that branch off from the SCNScene class. These include the generic SCNNode for lights, geometry, and the camera.

Nodes are a tree data structure that can have other nodes added to them and have information of other nodes in the structure. As seen in the preceding graph, it's shown with the childNode[] array and parent properties. Spatial information, such as position, scale, and orientation, can be received from these properties. This is what makes nodes unique to other parent-child structuring in object-oriented design (OOD).

In SpriteKit, we'd typically add a node to our scene or to another node within our scene via the addChild() function. In SceneKit...

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