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Mastering iOS 12 Programming

You're reading from   Mastering iOS 12 Programming Build professional-grade iOS applications with Swift and Xcode 10

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781789133202
Length 750 pages
Edition 3rd Edition
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Author (1):
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Donny Wals Donny Wals
Author Profile Icon Donny Wals
Donny Wals
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Table of Contents (29) Chapters Close

Preface 1. UITableView Touch-up FREE CHAPTER 2. A Better Layout with UICollectionView 3. Creating a Detail Page 4. Immersing Your Users with Animation 5. Understanding the Swift Type System 6. Writing Flexible Code with Protocols and Generics 7. Improving the Application Structure 8. Adding Core Data to Your App 9. Fetching and Displaying Data from the Network 10. Being Proactive with Background Fetch 11. Syncing Data with CloudKit 12. Using Augmented Reality 13. Improving Apps With Location Services 14. Making Smarter Apps with CoreML 15. Tracking Activity Using HealthKit 16. Streamlining Experiences with Siri 17. Using Media in Your App 18. Implementing Rich Notifications 19. Instant Information with a Today Extension 20. Exchanging Data With Drag And Drop 21. Improved Discoverability with Spotlight and Universal Links 22. Extending iMessage 23. Ensuring App Quality with Tests 24. Discovering Bottlenecks with Instruments 25. Offloading Tasks with Operations and GCD 26. Submitting Your App to the App Store 27. Answers 28. Other Books You May Enjoy

Exploring SceneKit


When you're looking for a game framework that has excellent support for 3D games, SceneKit is a great candidate. SceneKit is Apple's framework for creating 3D games, and it is structured very similarly to how SpriteKit is set up.

Of course, SceneKit is entirely different from SpriteKit because it's used for 3D games rather than 2D games. Because of this, SceneKit also has very different ways of creating views and positioning them on screen. For instance, when you want to create a simple object and place it on the screen, you will see terms such as geometry and materials. These terms should be familiar to game programmers, but if you're an AR enthusiast, you will probably have to get used to the terminology.

This section will walk you through setting up a straightforward SceneKit scene that closely resembles a part of the AR gallery you will implement later. This should provide you with enough information to begin experimenting with SceneKit.

Note

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