Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Swift Game Development

You're reading from   Swift Game Development Learn iOS 12 game development using SpriteKit, SceneKit and ARKit 2.0

Arrow left icon
Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781788471152
Length 434 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
Arrow right icon
View More author details
Toc

Table of Contents (20) Chapters Close

Preface 1. Designing Games with Swift 2. Sprites, Camera, Action! FREE CHAPTER 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-Ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine – HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing out in the Crowd with Advanced Features 11. Introduction to SceneKit 12. Choosing a Monetization Strategy 13. Integrating with Game Center 14. Introduction to Spritekit with ARKit 15. Introduction to Scenekit with ARKit 16. Publishing the Game on the App Store 17. Multipeer Augmented Reality Other Books You May Enjoy Index

Designing for Retina

You may notice that our bee image is quite blurry. To take advantage of retina screens, assets need to be twice the pixel dimensions of their node's size property (for most retina screens), or three times the node size for the Plus versions of the iPhone. Ignore the height for a moment; our bee node is 100 points wide, but the PNG file is only 84 pixels wide. The PNG file needs to be 300 pixels wide to look sharp on Plus-sized iPhones, or 200 pixels wide to look sharp on 2X retina devices.

SpriteKit will automatically resize textures to fit their nodes, so one approach is to create a giant texture at the highest retina resolution (three times the node size) and let SpriteKit resize the texture down for lower density screens. However, there is a considerable performance penalty, and older devices can even run out of memory and crash from huge textures.

The ideal asset approach

These double and triple-sized retina assets can be confusing to new iOS developers. To solve...

You have been reading a chapter from
Swift Game Development - Third Edition
Published in: Sep 2018
Publisher: Packt
ISBN-13: 9781788471152
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime