Hmmm, looks like we’ve managed to completely overlook the existence of SceneKit in the annals herein thus far, even though it’s been around for a couple years on OS X now. So hey, why not skip learning about SceneKit in Objective-C completely and go straight to SceneKit in Swift? Everybody seems to have that idea lately:
SceneKit has been described as the casual game developer’s framework. Since I started playing around with it a few weeks ago, I’m having a little trouble putting it down…
Straightforward exposition of how to set up ground, sky, and build Stonehenge.
Let’s look at creating a new project that uses SceneKit. Apple provides a template for SceneKit projects(Application -> Games) but for this tutorial we’ll be adding SceneKit to an existing project to get a better understanding on how it works…
Exhaustively detailed introduction to 3D basics in SceneKit with the latest Xcode.
In iOS 7, Apple made a huge push in the casual, mobile gaming space by introducing SpriteKit, an incredible 2D-graphics framework. Developers had plenty to chew on for a whole year, and SpriteKit gave everyone the capability to make simple iOS games with relative ease.
However, the 3D space continued to be largely inaccessible, requiring expert knowledge of computer graphics (OpenGL ES), or a sizeable wallet (Unity Pro).
Well, not anymore. :]
A teaser for the SceneKit chapters in the Wenderlich publishing empire’s iOS 8 By Tutorials, which we’d recommend purchasing as part of the Swift By Tutorials bundle, as we did!
Objc.io #18, Games: Scene Kit
kconner / KMCGeigerCounter: Make your app click like a geiger counter every time it drops a frame.