61 Results for ‘SpriteKit’

Going Beyond 2D with SpriteKit WWDC 2017 Session 609
SpriteKit content? ARKit is designed to interact directly with SpriteKit. ARKit will ask that your ask your first SpriteKit nodes is attached to anchors and then will automatically position, rotate, and scale those nodes as the device moves. It does this so your SpriteKit content will stay aligned with the
What’s New in SpriteKit WWDC 2014 Session 606
SpriteKit widgets, you just open the object library and, because we’re adding in a SpriteKit scene, its content-sensitive. It knows these are the SpriteKit objects that’re relevant for this editing experience. And now let’s drag a light in. It doesn’t do quite what I want
What’s New in SpriteKit WWDC 2015 Session 604
SpriteKit content in SceneKit and SceneKit content in SpriteKit. This year we’re allowing you to go a little bit further and use all the SpriteKit transitions that you know and love directly in your SceneKits games and you don’t even have to be using SpriteKit to do it
Best Practices for Building SpriteKit Games WWDC 2014 Session 608
SpriteKit games. So, we’re going to start this off with talking a little about the history of SpriteKit. It’s now one year old. You guys have made thousands of games in SpriteKit. And I’m sure you’ve seen some of the successful ones out there like “100 Balls
What’s New in SpriteKit WWDC 2016 Session 610
SpriteKit is for anyone who may not be familiar with it. So, SpriteKit is our 2D graphics framework for games. It’s designed to be highly flexible and super easy to use while still offering great performance. So, there are as few barriers as possible between you and the great
Debugging with Xcode 9 WWDC 2017 Session 404
SpriteKit developers that we provide for developers using UIKit and AppKit. So I’m pleased to announce that in Xcode 9 SpriteKit is now a first-class citizen in the View Debugger. When inspecting your view hierarchy and Xcode finds a SpriteKit view, it will automatically snapshot the SpriteKit scene
Platforms State of the Union WWDC 2014 Session 102
SpriteKit. But what’s really cool is you can integrate SceneKit and SpriteKit. You can take a 3D object from SceneKit and use that as a sprite in SpriteKit with no overhead. You can take the output of a SpriteKit scene and use it as a texter in SceneKit. It
Game Technologies for Apple Watch WWDC 2016 Session 612
SpriteKit, and SceneKit that you can use to make really cool games on Apple Watch. So what are SpriteKit and SceneKit? SpriteKit and SceneKit are Apple’s 2D and 3D frameworks for games and graphics. You can use either framework in your game or you can even combine them together
Focus Interaction on tvOS WWDC 2016 Session 215
SpriteKit. Prior to tvOS 10, SpriteKit developers had to manually implement focus interaction in their SpriteKit games by manually keeping track of their own state and handling user events directly. But now in tvOS 10, we’re extending the Focus API, the same API you’re used to in UIKit
Introducing GameplayKit WWDC 2015 Session 608
SpriteKit team to allow you to easily generate these obstacle graphs from your existing SpriteKit Scenes. And you can do this for things like node bounds, node physics bodies, and nodes textures. So what this means is with very few lines of code you can take an existing SpriteKit scene
Swift Playgrounds 3 WWDC 2019 Session 405
SpriteKit. By reading through this, I was able to refresh my memory of how this works, built up this body of code on the left-hand side of the screen. I learned about SpriteKit‘s scenes and nodes, that SpriteKit uses to layout everything in the game and render it
Quick Interaction Techniques for watchOS WWDC 2016 Session 211
SpriteKit and SceneKit objects. So SpriteKit and SceneKit are very rich APIs that allow you to do the 2D and 3D graphics, and they allow you to expand significantly the visual language of your applications. We have two new classes for WatchKit that support these frameworks WKInterfaceSKScene for SpriteKit and
What’s New in SceneKit WWDC 2014 Session 609
SpriteKit session that was earlier this week, since SceneKit and SpriteKit can really work well together to achieve great results. Okay, for this presentation, I will start with a very brief overview of the SceneKit main principles. It will be very quick. If you want more details, please refer to
Introducing ARKit: Augmented Reality for iOS WWDC 2017 Session 602
SpriteKit view. And then render the Sprites as billboards at these locations, at the projected locations. This means that the Sprites will always be facing the camera. If you want to learn more about this, there a session from the SpriteKit team, “Going beyond 2-D in SpriteKit” which will
Focus Interaction in tvOS 11 WWDC 2017 Session 224
SpriteKit by adopting this protocol on both UIView and SKNode. Well now in tvOS 11 we’re adding SCNNode to the UIFocusItem family. So, how does this work? Just like SpriteKit you need to opt in in order to get focus support in your SceneKit apps. This means that nodes
Deeper into GameplayKit with DemoBots WWDC 2015 Session 609
SpriteKit. In WillUpdate, this is a position that you want to take the information from your SpriteKit node that represents your agent in Scene and pull that information back over and update the agent because we’re doing this at the front of the SpriteKit update loop and the end
Building Visually Rich User Experiences WWDC 2017 Session 235
SpriteKit. Well, here’s a similar here’s a particle effect that I created in SpriteKit and this could easily be overlaid in your own app’s contents. So, let’s take a look at how you can incorporate SpriteKit very easily into your own app. That’s literally the
Ingredients of Great Games WWDC 2014 Session 602
SpriteKit and SceneKit. You know, let us do the heavy lifting for you. If you don’t need to go right to OpenGL or Metal, you can use SpriteKit and SceneKit. It’ll allow you to do less programming and let us build out efficient API underneath your game. And
Designing Great Apple Watch Experiences WWDC 2016 Session 804
SpriteKit and SceneKit, our 2D and 3D graphics frameworks. SpriteKit and SceneKit let you render and animate graphics. They let you make elements respond to gestures, or to animate things programmatically. And you can implement physics facts. I mean, it’s crazy. Force fields, detect collisions, and more. Now you
Platforms State of the Union WWDC 2015 Session 102
SpriteKit. We have some great updates for SceneKit and SpriteKit, but I think the most interesting, maybe the most compelling, is we have built tools for both SceneKit and SpriteKit directly into Xcode 7, and I’d like to hand it off to my colleague, Jacques Gasselin de Richebourg, to
Protocol and Value Oriented Programming in UIKit Apps WWDC 2016 Session 419
SpriteKit to our app to show those cool particle effects and we want to be able to use our layouts with those SpriteKit nodes too. So those are our goals and we use what we learned about Swift to achieve this. Now although I’ll be talking about layout in
Introduction to Sprite Kit WWDC 2013 Session 502
SpriteKit represents bitmap reusable bitmap data inside the framework. And they’re automatically managed by the framework, so you don’t have to worry too much about them. And we provided a number of different ways that you can use to get your content into a SpriteKit texture. The most
Optimizing App Assets WWDC 2018 Session 227
SpriteKit applications in SpriteKit games. Now, but I’m not going to talk about them in the context of SpriteKit based games, I’m going to talk about them in the context of regular applications. Now they have some attributes that are very similar to what Will talked about with
Enhancements to SceneKit WWDC 2015 Session 606
SpriteKit are the high-level APIs. SpriteKit for 2D and SceneKit for 3D. You can use them with other game technologies like Model I/O, GameplayKit, and GameController, and give you access to the low-level APIs, which are OpenGL and Metal. SceneKit was introduced on OS X on Mountain Lion
Building a Game with SceneKit WWDC 2014 Session 610
SpriteKit overlays. SpriteKit overlays are really nice, because they are cross-platform. They work on iOS and OS X. And they let you build UIs that work everywhere. In SpriteKit – in “Bananas,” we use that to display a simple UI that shows you the final score, and when you’re
What’s New in Core Image WWDC 2015 Session 510
SpriteKit. If we start in XCode and create a new application, we choose Game, and then we will choose as a game technology SpriteKit. And we just build and run, we will get this application, which as you tap on the screen you get new ships showing up, and you
Visual Debugging with Xcode WWDC 2016 Session 410
SpriteKit and SceneKit frame rate issues. Finally, we’re going to tell you about a new feature of Xcode a visual memory graph debugger. Let’s get started by talking about issues. We all know that build time issues such as compiler warnings, errors, and static analysis issues are well
What’s New in tvOS WWDC 2016 Session 206
SpriteKit, SceneKit and many more, these are all available at your disposal. And finally, tvOS introduces a brand new high-level framework called TVMLKit. TVMLKit makes it really easy for you to build content-centric apps by taking care of the heavy lifting, such as layout and focus management, for
Bringing Your iOS Apps to OS X WWDC 2013 Session 216
SpriteKit. And if you’re making a Mac 2D game, really take advantage of SpriteKit if you can because that’s going to do most of the heavy lifting for you. That’s already cross-platform and so you’ll have an app that works on both. So, now that
What’s New in watchOS 3 WWDC 2016 Session 208
SpriteKit and SceneKit make it really easy to add both 2D and 3D graphics and animations to enhance different parts of your apps. And of course you can use them in your long look notifications interfaces as well to make your notifications really interesting and lively. And because we’ve
What’s New in GameplayKit WWDC 2016 Session 608
SpriteKit Editor. As you know, editor integration helps with [inaudible] on your game features much faster. They also help to separate your engineering workflow from the design workflow. So here are the four main features coming to the editor to help accelerate your GameplayKit development. Number one, entity and component
What’s New in Cocoa Touch WWDC 2013 Session 203
SpriteKits. SpriteKit is a cross platform, high performance, sprite-based game framework. So, this makes it tremendously easy to be able to write fantastic iOS-based games, Mac OS X OS X-based games. It has image atlas support and really tight integration with UIKit and Appkit. One of the
Platforms State of the Union WWDC 2016 Session 102
SpriteKit and SceneKit give you a ton of flexibility to enhance the visuals of your applications and also your notifications. AV Foundation makes it really easy to play sounds out of the watch speaker, and in the spirit of simplifying navigation in your apps, you can now play video back
Platforms State of the Union WWDC 2017 Session 102
SpriteKit scenes, and the view debugger is a perfect way to expand and rotate your scenes, scope ranges, even look at clipped regions. We’ll also include support for SceneKit scenes as well. And here you can use the familiar SceneKit editor to rotate the camera, navigate, and inspect objects
What’s New in watchOS WWDC 2017 Session 205
SpriteKit scene of a child being chased by their parents around the screen. This is the kind of interface that’s really hard to do in watchOS because you can’t overlap interface elements. So let’s take a look at what’s going on here. So here we have
What’s New in Cocoa Touch WWDC 2015 Session 107
SpriteKit is now Metal-backed on systems that support it. It is open GL on systems that don’t support Metal. This happens automatically without your involvement. There is also an all new action editor and of course it is integrated tightly with on demand resources. You can find out
Designing for Game Controllers WWDC 2014 Session 611
SpriteKit sessions: “What’s New in SpriteKit” and “Best Practices for Building Spritekit Games.” If you’re interested in 3D games, check out the SceneKit presentations: “What’s New in SceneKit” and “Building a Game with SceneKit.” Thank you so much. I’m really excited to see what you’re
HEVC Video with Alpha WWDC 2019 Session 506
SpriteKit, SceneKit or Metal. In this context, we have provided you with some sample code on how to record a SceneKit scene into a HEVC video with Alpha and how to render another in a SpriteKit scene. On web pages, they could bring interactive elements to life. HEVC video with
Getting the Most Out of Simulator WWDC 2019 Session 418
SpriteKit Xcode template, we see the performance dipped down to 15 frames per second in the software renderer, whereas we’re rendering the same application in Xcode 11 and macOS Catalina, and we see a steady 60 frames per second with more SpriteKit nodes rendering in the scene. For more
I Have This Idea For An App… WWDC 2018 Session 203
SpriteKit to create more imaginative buttons that have elements like gravity or physics associated with them. We could also add MusicKit integration and have Apple music songs playing in the background during active gameplay. Or we could read from sensors and change the speed of our game based on the
What’s New in tvOS 12 WWDC 2018 Session 208
SpriteKit, and SceneKit, all have native support for focus. However, apps that use alternative methods to render their content have not been able to directly support the focus engine. Today, I am pleased to announce that in tvOS 12, the focus engine, now supports apps regardless of how they are
What’s New in International User Interfaces WWDC 2016 Session 232
SpriteKit view, but you still want to make use of these view controller concepts. You can with this new class method on UIView that gives you the same, that same layout evaluation relative to a semantic content attribute. And that’s a brief look at what’s new in iOS
App Thinning in Xcode WWDC 2015 Session 404
SpriteKit, allowing you to organize your image assets in the normal way in asset catalogs, and group them, name them into a Sprite atlas, and what this does is automatically creates texture atlases at build time that you can retrieve through the SK texture atlas class from those image assets
SceneKit in Swift Playgrounds WWDC 2017 Session 605
SpriteKit and now we started exploring SceneKit. And for many of you who are familiar with SpriteKit, you’ll know that it has these concepts; basically a scene to do your update logic, a node to place things in view, and actions to move those objects around. Now, the benefit
Accelerate and Sparse Solvers WWDC 2017 Session 711
SpriteKit, ARKit, Vision all those different things you have lots of matrices and vectors flying around. And the simd types are a great set of things to use with that. I should say that SpriteKit in particular or SceneKit in particular added a bunch of new stuff this year. So
Keynote WWDC 2015 Session 101
SpriteKit, SceneKit, and Metal and introduced three new frameworks, GameplayKit to bring artificial intelligence with path avoid obstacle avoidance and path finding; Model I/O to provide beautiful lighting on your 3D models; and ReplayKit. It lets you enhance your applications to let users record their game play as video and
Inside SwiftShot: Creating an AR Game WWDC 2018 Session 605
SpriteKit as well as third-party ones like Unreal and Unity have a full integration at this point. A little agenda for you. First we’re going to talk some game design principles for augmented reality, a few of the things we learned along the way. We are going to
What’s New in the Accelerate Framework WWDC 2014 Session 703
SpriteKit, SceneKit, the physics library that goes with them. So if we’re going to do a whole new one, we had better get some things right. So, my wish list of what a library like this should look like is kind of like this. First off, we should have
Getting Started with UIKit Dynamics WWDC 2013 Session 206
with View Controllers transition [inaudible] about that. And we have or if you’re indeed, game oriented two sessions about SpriteKits. We have a dedicated dynamics lab [inaudible], come talk to us, and we can’t wait to see what you’re going to do with that. Thank you. [Applause]
Optimizing I/O for Performance and Battery Life WWDC 2016 Session 719
SpriteKit, Asset Catalogs are also the way that you guild Sprite Atlases. And you can use Asset Catalogs to tag resources for use with the on-demand resources feature. And another good example of how you can use Asset Catalogs is for storing resources for your watch complications. So why
Go Live with ReplayKit WWDC 2016 Session 601
sure to check out our other game technology sessions, what’s new in GameplayKit, SpriteKit and Game Center. Okay, so that’s it for me. Thanks so much for attending this session and I hope that you enjoy the rest of your week here at WWDC. Thanks so much. [ Applause ]
Introducing ARKit 3 WWDC 2019 Session 604
SpriteKit, and Metal. And now, this year also RealityKit, designed from the ground up with augmented reality in mind. So with this year’s release of ARKit, they’re making a huge leap forward. Not only are your experiences going to look even better and feel more natural, you will
Bringing OpenGL Apps to Metal WWDC 2019 Session 611
SpriteKit, SceneKit, RealityKit, Core Image, Core Animation, then you’re already using Metal. We’ve also been working closely with vendors on engines like Unity, Unreal Engine 4, and Lumberyard to really take advantage of Metal. If you’re using one of these engines, you’re already up to speed
SceneKit: What’s New WWDC 2017 Session 604
technologies that SceneKit integrate with, like Metal, SpriteKit, and Model I/O, of course. There will be, there is a session about tvOS and UIFocus support. And there will be a great session tomorrow about SceneKit, using SceneKit in Swift Playground tomorrow morning. And that’s about it. Thank you. [ Applause ]
What’s New in Metal, Part 2 WWDC 2016 Session 605
SpriteKit, or Core Graphics, much of this work is done for you, and you as app developers don’t need to think about it. Metal, however, is a much lower level API. This offers increased performance and some flexibility but also places some of this responsibility in your hands. So
Adopting Metal, Part 1 WWDC 2016 Session 602
SpriteKit, SceneKit, and Model I/O. And it’s also an important component in key system applications like Preview and Safari. And Metal has been widely adopted by developers of all sizes, from AAA Studios, game engine providers, independent developers, and creators of professional tools, and they’ve built amazing games
What’s New in Foundation for Swift WWDC 2016 Session 207
SpriteKit, and WatchKit to CoreData, and many other cores and kits that don’t fit here either. Now, what’s interesting here is that almost all of these are built on top of Foundation. So, we see Foundation as a leverage point. What that means is that we can make
Keynote WWDC 2016 Session 101
SpriteKit and SceneKit, native event support from the crown and for touch gestures. You can clap, it’s good. [ Applause ] Audio and video can be embedded right inside your app UI and you can connect across devices with Game Center and CloudKit. So we’re really excited about what new
Getting the Most out of Playgrounds in Xcode WWDC 2018 Session 402
SpriteKit or SyncKit and line by line enhance it until it’s completely awesome. So I hope we’ve shown you today that playgrounds are not a toy. They’re fun but they’re serious fun. They allow you to explore code and data interactively. This is great whether you
Metal for OpenGL Developers WWDC 2018 Session 604
SpriteKit for 2D games, SceneKit for some 3D, Core Image for great effects. Also, each of the major third-party game engines already use Metal as their primary renderer. But you may decide that these approaches just aren’t for you and the path forward is to do it yourself
What’s New in ARKit 2 WWDC 2018 Session 602
SpriteKit. In Xcode, we also have a Metal template for you to quickly get started with your own augmented reality experience. Note also that Unity and Unreal have integrated full feature set of ARKit into their popular gaming engines. So you have all these rendering technologies available to you to