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Getting Started with SpriteKit by Jorge Jordán

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Summary

In this chapter, we learned several techniques that will help us create amazing visual effects by making the best of physical devices. We learned how to start receiving motion data by enabling the accelerometer module of the motion manager. Thanks to this, we saw how to manage the main character's movement using the accelerometer or position physical device. We also learned how to take into account the original orientation in order to calibrate the accelerometer/accelerometer-related information and obtain accurate data.

Then, we saw what the shader algorithm is and how we can apply the Open GL algorithms to the nodes of our game so that we can modify the way they are drawn.

Toward the end of the chapter, we learned that SpriteKit provides ...

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