Download PDF, EPUB 3D Apple Games By Tutorials Begin 3D IOS & tvOS Game Development with Swift 4.2 Full source code - Programming Ebook


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Monday, April 17, 2017

Download PDF, EPUB 3D Apple Games By Tutorials Begin 3D IOS & tvOS Game Development with Swift 4.2 Full source code

3D Apple Games By Tutorials Swift 4 IOS 11

3D Apple Games by Tutorials Update Swift 4 and IOS 12

Book Details 
  • Title:3D Apple Games By Tutorials Second edition
  • ISBN-10:1942878347
  • Author:Chris Language
  • Publisher:Razeware LLC
  • Language:English
  • Publish date: 2017
  • Subject:Swift / Computers & Technology / Programming / Apple Programming
  • No. of pages:473
  • Format:PDF, EPU Full Souce code

Copyright ©2017 Razeware LLC.

Download book: 3D Apple Games By Tutorials of Ray Wenderlich Update for Swift 4 and IOS 12, it's new book of Ray Wenderlich. Recently I bought all books from Ray Wenderlich. As you can see in the image above. Which includes 3D Apple Games By Tutorials  Begin 3D IOS & tvOS And now I want to transfer it to you for $ 60 for bundle 10 books, All books are the latest version that supports swift 4.2 and have full source code.  I will share it for you for $ 60 Includes PDF, EPUB and full source code, you can download on Google Drive.

List bundle 10 books: Beginning IOS and Swift:

1, IOS 11 by Tutorials Ray Wenderlich
2, Swift Apprentice
3, Ios Apprentice
4, Tvos Apprentice 
5, WatchOs By Tutorials
6, Core Data By Tutorials
7, Ios Animations By Tutorials
8, 2D Apple Games By Tutorials
9, 3D Apple Games By Tutorials
10, Design Patterns by Tutorials

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You’d be forgiven for thinking that making 3D games is far more complicated than creating a classic 2D game. 3D games have a reputation for being notoriously difficult to program, usually involving a lot of complicated math.
However, that is no longer the case, thanks to the advent of SceneKit. The simplicity of SceneKit lets beginners create simple and stylish games in a short amount of time. Yet it’s also powerful enough to satisfy the needs of advanced developers who want to create the next FPS killer.

Hopefully this sounds awesome to you, but you might have a few questions about the technology used in this book. Here’s the reasoning behind our choice of SceneKit:

Why SceneKit? Apple’s built-in framework for making 3D games is easy to learn, especially if you already have some SpriteKit and Swift experience.

Why Swift? Swift is an easy language to get started with, especially if you are a beginner to Apple development. In addition, we believe Swift is the way of the future for Apple development, so take this as an opportunity to develop your Swift skills early!

Why 3D? As awesome as 2D games may be, 3D games have a greater appeal in the look and feel department. Creating modern artwork such as popular voxel- style graphics is easier than ever. With SceneKit, even the programming is far less complicated than ever before, and you don’t need an advanced math or physics degree! :] All of this puts 3D firmly within your grasp.

So rest easy — with 3D games and SceneKit, you’re making great choices!

A history of SceneKit

Making 3D games with SceneKit on iOS, watchOS, tvOS and macOS is easy — but it wasn’t always that way. Historically, your only option was to use OpenGL ES, which (along with Metal) is the lowest-level 3D graphics API available.

Unfortunately, OpenGL ES is quite the untamable monster, which often left puny little beginner game developers running with their tails between their legs, seeking for alternative options. Unity offered a great alternative, but did so at the cost of having to learn an entirely new programming paradigm.
To solve this, Apple introduced SceneKit to OS X developers with the release of OS X Mountain Lion back in 2012. Two years later, SceneKit made a surprise debut in iOS with the release of iOS 8. Not long after that, support for watchOS and tvOS followed suit.

At the time, iOS developers were already familiar with SpriteKit, Apple’s graphics framework for 2D games. What makes SceneKit so attractive is the seamless integration between SpriteKit and SceneKit. Now, SpriteKit can easily incorporate 3D content into 2D scenes, and SceneKit can easily incorporate the 2D power of SpriteKit into 3D scenes, giving the developers the best of both worlds.
SceneKit sits on top of OpenGL ES; iOS 9 added support for Metal. This gives you the freedom to choose between Metal, to give your SceneKit game that “closer to metal” performance, or OpenGL ES if you still want to use the OpenGL ES API.

Just like SpriteKit, the SceneKit API is well-designed and easy to use — especially for beginners. Best of all, you can use it knowing it’s fully supported by Apple and heavily optimized for 3D gaming on iOS, watchOS, tvOS and macOS.

From here on out, if you want to make a 3D game on Apple’s large selection of amazing platforms, we definitely recommend you use SceneKit rather than other game frameworks – with one exception.
If you’re looking to make a cross-platform game to run on Android or Windows as well as on iOS or macOS, be aware that SceneKit only serves Apple platforms. Porting your game to non-Apple platforms would be easier in a tool that’s designed for cross-platform games, such as Unity.
If you want to make a 3D game for Apple platforms only, then SceneKit is definitely the way to go!

Who this book is for

This book is for beginning to advanced Apple developers. Wherever you fall on that spectrum, you will learn a lot from this book!

This book does require some basic knowledge of Swift. If you’re not familiar with Swift, you can still follow along with the book as all instructions are in a step-by- step format. However, there will likely be parts that are confusing due to gaps in your knowledge. 

Before starting this book, you might want to go through our Swift Apprentice series, which covers the basics of Swift development

How to use this book

There are two ways to use this book, depending on whether you are a complete newcomer to Apple game development, or an advanced developer with knowledge of other 3D game frameworks. 

If you are a complete beginner

If you’re a complete beginner to Apple game development, the best way to read this book is from cover to cover. We have arranged the chapters to introduce the material in the most logical manner to build up your skills one layer at a time.

If you are an advanced developer

If you’re an advanced developer with knowledge of other 3D game frameworks, you will have an easier time adapting to SceneKit, as the core concepts and syntax will look very familiar.

Our suggestion is to skim through the early chapters and focus more on the later, more advanced chapters, or areas where you have a particular interest.
Don’t worry — you can jump right into any chapter in the book, because we’ll always have a starter project waiting for you!

What’s ahead: an overview

3D Apple Games by Tutorials is split into six sections and moves from beginning to advanced topics. Throughout the process, you will create four complete mini-games from scratch!

Take a look at what’s ahead. 

Section I: Hello, Scene Kit!

This section covers the basics of making 3D games with Scene Kit. You’ll look at the most important techniques used in almost every 3D Scene Kit game created, and by the end of this section you’ll know enough to make your very own little 3D game: Geometry Fighter.

This is a Fruit Ninja style game, with colorful geometric shapes thrown up into the air for your pure destructive indulgence. Seek out your inner Darth Vader and use the force to destroy the colorful shapes with a single touch of death! :] 

Section I: Hello, Scene Kit!
  1. Chapter 1, Scenes: Start off by creating your very first SceneKit game project, and get to know the basics.
  2. Chapter 2, Nodes: Learn how to use nodes, geometric shapes and cameras to construct a basic 3D scene from the ground up.
  3. Chapter 3, Physics: Unleash the power of the built-in physics engine, and learn how to add basic physics to the elements in your game.
  4. Chapter 4, Render Loop: Learn all about the render loop within SceneKit, and how you can leverage it to update the elements in your game.
  5. Chapter 5, Particle Systems: Create massive explosions for your game, by learning how to create and use the 3D particle system.
Section II: The Scene Kit Editor

Xcode includes a variety of standard built-in tools, and in this section, you’ll take an in-depth look at them. These tools will make building your 3D games with Scene Kit so much easier, faster and even more fun.

Throughout this section you’ll be making a game named Breaker, which is based on Breakout, but it adds a nice new 3D look and feel. Keep your paddle and ball close by, so you can go bust up some bricks! :] 
Section II: The Scene Kit Editor

  1. Chapter 6, SceneKit Editor: Get a hands-on introduction on how to use Xcode’s awesome built-in SceneKit Editor.
  2. Chapter 7, Cameras: Learn about the different types of cameras SceneKit has to offer.
  3. Chapter 8, Lights: Learn all about the different types of lights, and how to properly set them up for your game.
  4. Chapter 9, Geometric Shapes: Get your hands dirty and construct the entire game scene with just using the built-in SceneKit geometric shapes.
  5.  Chapter 10, Basic Collision Detection: Add physics to your game and learn how to handle basic collision detection. 
Section III: Intermediate SceneKit

In this section you will create a stunning make-believe world, where exceptional balancing skills are needed to guide a shiny wooden relic through a maze high up in the sky. The game is named Marble Maze, and is somewhat based on the Labyrinth styled games — with a twist. 

Section III: Intermediate SceneKit

11. Chapter 11, Materials: Learn about the different lighting models and the various material types supported by SceneKit.
12. Chapter 12, Reference Nodes: Learn how to start using reference nodes in your game.
13. Chapter 13, Shadows: Learn how to use and configure the darker element of light, known as shadows.
14. Chapter 14, Intermediate Collision Detection: Learn all about bit masks and how to make use of them for more intermediate collision detection scenarios.
15. Chapter 15, Motion Control: Add motion control to your game, and learn how to use the motion data to move the elements in your game. 

Section IV: Cross Platform Games

In this section, you’ll learn a few cool tricks on how to make your games run on other platforms like macOS, tvOS and even watchOS.

You’ll start by creating a macOS version of Geometry Fighter

Section IV: Cross Platform Games

16. Chapter 16, macOS Games: Learn how to make games for macOS.
17. Chapter 17, tvOS Games: Learn how to make games for tvOS.
Chapter 18, watchOS Games: Learn how to make games for watchOS. 

Section V: Advanced SceneKit

“The SceneKit Force is quite strong within you, young apprentice.” (Read in a deep, heavy, asthmatic breathing voice. :] )

You’ll learn more advanced techniques and apply all the skills you’ve learned so far to create an awesome little voxel-style game. By the end of this section, you’ll know enough to take on the big Hipster Whales out there with your very own game: Mr. Pig. 

Section V: Advanced SceneKit

This is a Crossy Road style game with stunning voxel graphics, a catchy tune and some cool sound effects.

Mr. Pig is out-and-about scouting for lost coins in a nearby park while waiting for his late afternoon tea to heat up on the stove. Mr. Pig better watch his step, or he’ll end up as pulled pork in the road. :] Our hero can carry quite a few coins with him, but to score, he has to deposit them at his little house.

No need to get your tail in a twist or ham it up — we’ll walk you through every step of building the game!

19. Chapter 19, Transitions: Create multiple scenes and learn how to transition from one to the other.
20. Chapter 20, Advanced Reference Nodes: Start building more complex scenes by leveraging the power of reference nodes to make scene-building child’s play.
21. Chapter 21, Actions: Learn how to add basic animation to the elements in your game by using Xcode’s built-in action editor.
22. Chapter 22, Advanced Collision Detection: Learn how to use more advanced collision techniques to solve certain scenarios.
23. Chapter 23, Audio: Harness SceneKit’s built-in sound capabilities to play music, sound effects and ambient sounds. 

Section VI: Bonus Chapter

Surprise! An entire section with bonus content.
In this section, you’ll learn how to create your very own 3D art for your SceneKit games. In the process you’ll learn how to create Mr. Pig from scratch. You’ll also learn how to import your graphics into SceneKit.
Oh yeah, and there’s a Mr. Wolf too! :] 

Section VI: Bonus Chapter

24. Chapter 24, 3D Art for Programmers: Learn how to create your own 3D art for your games. 

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