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Sprite Kit First Game Framework Directly From Apple

Key Software ServicesAppleSprite Kit First Game Framework Directly From Apple

Apr

15

Sprite Kit First Game Framework Directly From Apple

Sprite Kit is the first game framework directly from Apple. Sprite kit is one of the best ways to make games on iOS. It’s easy to learn, powerful, and is fully-supported by Apple. Sprite Kit is framework for making 2D games. Sprite Kit includes features like animation, collision detection, Particle systems, an integrated physics library, Audio support and Video support. The Sprite Kit framework is available on both iOS and OS X. Sprite Kit renders the 2D frames at very high frame rates using the device’s (iPhone, iPad, Macbook Pro, etc.) graphics processor.

Sprite kit built right into iOS, so there is no need to download extra libraries or have external dependencies. It lets you do some things that would be very difficult if not impossible to do in other frameworks, like treating videos as sprites or applying cool image effects and masks.

Sprite Kit has some interesting new features in iOS 8 and OS X Yosemite. The new features are designed to make it easier to support advanced game effects and include support for custom OpenGL ES fragment shades, lighting, shadows, advanced new physics effects and animations, and integration with Scene Kit. Sprite Kit now supports deriving the physics body of a sprite from its texture. This makes it easy to implement collisions that look more natural.

Scene Kit offers an array of advanced technology designed to make it easier to produce 3D games: A physics engine is included, to help govern how objects move. Shades customize how things are drawn to the screen. They are useful to add or modify effects. The shades are based on the OpenGL ES fragment shadier. Lighting is used to illuminate a scene or sprite. Each light supports color, shadows, and fall-off configurations. Physics are used to add realism to games. Sprite Kit introduces four new types of physical properties, per-pixel physics, constraints, inverse kinematics, and physics fields.

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