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You're reading from  Swift Game Development - Third Edition

Product typeBook
Published inSep 2018
Reading LevelIntermediate
PublisherPackt
ISBN-139781788471152
Edition3rd Edition
Languages
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Authors (2):
Siddharth Shekar
Siddharth Shekar
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Siddharth Shekar

Siddharth Shekar is a game developer and teacher with over 6 years' industry experience and 12 years' experience in C++ and other programming languages. He is adept at graphics libraries such as OpenGL and Vulkan, and game engines such as Unity and Unreal. He has published games on the iOS and Android app stores. He has also authored books including Swift Game Development, Mastering Android Game Development with Unity, and Learning iOS 8 Game Development Using Swift, all published by Packt Publishing. He currently lives in Auckland, New Zealand, and is a lecturer in the games department at Media Design School. He teaches advanced computer graphics programming, PlayStation 4 native game development, and mentors final year production students.
Read more about Siddharth Shekar

Stephen Haney
Stephen Haney
author image
Stephen Haney

Stephen Haney has written two books on iOS game development. He began his programming journey at the age of 8 years on a dusty, ancient laptop using BASIC. He has been fascinated with building software and games ever since. Now well versed in multiple languages, he enjoys programming as a creative outlet the most. He believes that indie game development is an art forman amazing combination of visual, auditory, and psychological challengesrewarding to both the player and the creator. He enjoyed writing this book and sincerely hopes that it directly furthers your career or hobby.
Read more about Stephen Haney

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Adding particles


As the icing on the cake, we will include a rain particle effect. To create a particle effect in SceneKit, go to File | New and, under Resource, select SceneKit Particle system. Click Next and, on the next screen, select Rain from the Particle System Template dropdown. Click Next and give the file a name. I called it rain. Now you will have a rain.scnp and spark.png file in the project.

Add the following code at the end of the init function of the GameSCNScene class:

        // add particle system
        let rain = SCNParticleSystem(named: "rain", inDirectory: 
                                                            nil)
        rain!.warmupDuration = 10
        
        let particleEmitterNode = SCNNode()
        particleEmitterNode.position = SCNVector3(0, 100, 0)

        particleEmitterNode.addParticleSystem(rain!)
        self.rootNode.addChildNode(particleEmitterNode)

We create a new constant called rain, assign SCNParticleSystem to it, and provide the rain particle...

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Swift Game Development - Third Edition
Published in: Sep 2018Publisher: PacktISBN-13: 9781788471152

Authors (2)

author image
Siddharth Shekar

Siddharth Shekar is a game developer and teacher with over 6 years' industry experience and 12 years' experience in C++ and other programming languages. He is adept at graphics libraries such as OpenGL and Vulkan, and game engines such as Unity and Unreal. He has published games on the iOS and Android app stores. He has also authored books including Swift Game Development, Mastering Android Game Development with Unity, and Learning iOS 8 Game Development Using Swift, all published by Packt Publishing. He currently lives in Auckland, New Zealand, and is a lecturer in the games department at Media Design School. He teaches advanced computer graphics programming, PlayStation 4 native game development, and mentors final year production students.
Read more about Siddharth Shekar

author image
Stephen Haney

Stephen Haney has written two books on iOS game development. He began his programming journey at the age of 8 years on a dusty, ancient laptop using BASIC. He has been fascinated with building software and games ever since. Now well versed in multiple languages, he enjoys programming as a creative outlet the most. He believes that indie game development is an art forman amazing combination of visual, auditory, and psychological challengesrewarding to both the player and the creator. He enjoyed writing this book and sincerely hopes that it directly furthers your career or hobby.
Read more about Stephen Haney