Summary

At the start of this chapter, we first spoke briefly about the history of 3D game design in iOS and how SceneKit came to be from the necessity to have a first-party, dynamically robust framework aimed at the complexities of 3D game development. We then went over the basic structure of SceneKit and how it and SpriteKit from the previous chapter work off the concept of nodes, starting from the view and moving on to the scene node and child nodes in that scene. Next, we went over how SpriteKit and SceneKit can be used together in the same scene as we then moved on to dissecting the default SceneKit template given to us in Xcode, and its various assets. In addition to a review of template project's code, we also reviewed some of the features, code, and assets, such as the audio nodes, lend modes, and debug options that became available as of iOS 9 / Xcode 7. Finally, for the remainder of the chapter, we spoke much about the Fox demo shown during the WWDC15 convention and the various visual game design features that became available since the announcement of Xcode 7.

For our next chapter, we will go into the features of the GameplayKit framework, which we introduced briefly when we went over the benefits of using composite-based structuring when building our games. With GameplayKit, we can duplicate and reuse premade game actions and rules as we did here in this chapter with the visual components of our games.

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