Wesley Matlock’s research while affiliated with Kansas City University and other places

What is this page?


This page lists works of an author who doesn't have a ResearchGate profile or hasn't added the works to their profile yet. It is automatically generated from public (personal) data to further our legitimate goal of comprehensive and accurate scientific recordkeeping. If you are this author and want this page removed, please let us know.

Publications (35)


Lighting, Camera, and Material Effects in SceneKit
  • Chapter

May 2017

·

521 Reads

James Goodwill

·

Wesley Matlock

In this chapter, you will explore the camera and different views from the camera. You’ll also learn about how the lighting of a scene works and the different type of lights that are available in SceneKit. Along with the lighting, you’ll learn about how the object’s material plays an important role in how the object is lit up and displayed to your user.



SceneKit Editor

May 2017

·

71 Reads

Now that you have a basic understanding of how SceneKit works, you can now use the render loop to create, control, and animate SCNodes. In previous chapters, you’ve been using code to manipulate those objects.



Transitioning Between Scenes

May 2017

·

8 Reads

In this chapter you’ll learn how to implement scene transitions using SpriteKit’s SKTransition class. You’ll get a look at some of the different types of built-in transitions SpriteKit makes available to you. And you’ll see how you can control each scene during a transition. At the end of the chapter, you’ll take your newfound knowledge and add a menu scene to your SuperSpaceMan game.


Collision Detection

May 2017

·

18 Reads

So far in the game you haven’t moved the hero, and now you need to get him up on his feet and moving around. You’re going to keep this simple and use a one-finger touch to move forward and two fingers to move back.


Adding Scene Scrolling and Game Control

May 2017

·

13 Reads

In this chapter, you will start adding some real functionality to your game. You’ll begin by making some small changes to the current GameScene. After that, you will add additional orb nodes to collide into. You will then add scrolling to your scene, allowing you to make it look like the player is flying through space collecting orbs. Finally, you will start using the phone’s accelerometer to move the player along the x-axis.


Adding Points and Sound

May 2017

·

5 Reads

In this chapter, we talk about using SKLabelNodes to add labels to your SpriteKit games. Specifically, we show you how to add a label that keeps up with the number of impulses remaining for the SuperSpaceMan to use, and then we show you how to add scoring to the game to keep up with the number of orbs the SuperSpaceMan has collected.


Creating Your First SceneKit Project

May 2017

·

28 Reads

In this chapter, you will dive right in and create your own game. For this game you’ll make an homage to the classic Wolfenstein 3D game. First you’ll learn how to programmatically create a scene and add nodes into the scene. After you have a basic understanding of these principles, you’ll learn how to use the powerful SceneKit Editor in later chapters.



Citations (2)


... Swift was developed and introduced at Apple Worldwide Developers Conference (WWDC) in 2014. [11]. In comparison to Rust, this language is easier and more flexible to use for new programmers. ...

Reference:

Memory Management via Ownership Concept Rust and Swift: Experimental Study
Beginning Swift Games Development for iOS
  • Citing Book
  • January 2015

... To ensure the repeatability and the ease of implementation of the models and datasets used within the research, the authors opted for the most native choices for the macOSbased platforms, which were readily available with fairly low entry threshold. The analyses and comparisons were implemented using the Swift programming language [42], Xcode Integrated Development Environment (IDE) [43], Xcode Playground (part of the Xcode IDE, introduced in 2014 [44], especially useful for rapid prototyping), and Create ML [41] (merged into a unified Apple ecosystem for creating, managing, and using machine learning models, with full support of the available hardware acceleration [45], as well as the ability to deploy the models onto mobile platforms). Swift is a high-level programming language developed by Apple, released in 2014 as a replacement for Objective-C. ...

The Swift Programming Language
  • Citing Chapter
  • March 2015