Advanced Swift Textures

Using Basis Universal Texture Compression with Metal

In this short article, we’ll take a look at a relatively new compressed texture format called Basis. Basis is developed by Binomial, LLC, a company founded by Rich Geldreich (of crunch fame) and Stephanie Hurlburt.

Basis is unique among compression formats in that it emphasizes efficient transcoding between compressed formats. This means that a single .basis file can be transformed, at runtime, into a format that’s optimal for the target platform, without decompressing it in memory, saving space and bandwidth.

Although Basis is a commercial product, targeted predominantly at game developers, Binomial has contributed their Basis Universal reference encoder and transcoder to the Khronos Group in support of the glTF model format, under the Apache License 2.0.

Interaction Intermediate Swift

Picking and Hit-Testing in Metal

In this article, we’ll see how to interact with our 3D scenes using a technique called picking. Picking helps us answer the question “What did the user just tap on?” More precisely, picking is the process of determining which object or objects in our scene are being indicated by an interaction like a mouse click or a touch on the screen. Picking is frequently used in 3D modeling and CAD programs to select objects for further manipulation, but many applications eventually require the user to interact with the scene, and picking is an essential tool for enabling such interactions.

Picking is mostly synonymous with hit-testing, which is the more commonly-used term when discussing 2D graphical user interfaces. In fact, you may already be acquainted with UIKit’s model for hit-testing. For the purposes of this article, picking and hit-testing are identical.

You can view and download the sample code for this article here.

A demonstration of selecting objects with picking
A demonstration of selecting objects with picking
Intermediate MetalKit Rendering Swift

Writing a Modern Metal App from Scratch: Part 2

In the previous article, we wrote enough Metal code to get the spinning silhouette of a teapot on the screen, but that still leaves a lot to be desired as far as a “modern” app is concerned. In this article, we’ll further flesh out the app and introduce lighting, materials, texturing, and managing multiple objects with scene graphs.

Remember that you can clone this Github repository to follow along with the sample code.

Basics MetalKit Swift

Writing a Modern Metal App from Scratch: Part 1

Getting Started

This article is a quick introduction to how to use the Metal, MetalKit, and Model I/O frameworks in Swift. If you know your way around UIKit or Cocoa development, you should be able to follow along for the most part. Some things like shaders and matrices will be foreign to you, but you can learn them as you go about exploring Metal on your own. The purpose here is to give you a template to build on.

If you want to follow along without copy-pasting the code yourself, you can clone this GitHub repository and follow the instructions there.

First things first. Use Xcode to create a new project from the iOS Single View App template. Add import MetalKit at the top of the ViewController.swift file. We could use the Game template instead and have some of the boilerplate written for us, but writing it out long-hand will give us more of an appreciation for the moving parts. The Game template also includes a lot of moving parts that get in the way of understanding the basics.

Basics Speaking Swift

Video: An Introduction to 3D Graphics with Metal in Swift

In November 2014, I was privileged to deliver a talk to San Francisco’s Swift Language User Group, hosted by Realm. They’ve now uploaded the video, with subtitles and synchronized slide deck to their site. You can view the video here.

Speaking at Realm, November 4, 2014 (Photo credit: Scott Stevenson)
Speaking at Realm, November 4, 2014 (Photo credit: Scott Stevenson)