SceneKit, Metal, and OpenGL
summary
Compares SceneKit, OpenGL, Metal with concrete tradeoffs: SceneKit gives rapid results with a scene graph, physics, particle systems and easy model loading; OpenGL keeps cross‑platform compatibility and explicit state and shaders; Metal plus MetalKit and Model I/O exposes command buffers, render pipelines and precompiled shaders for much tighter performance. Demonstrates 10,000 cubes at 60 fps versus ~10 fps in SceneKit, shows Model I/O mesh/ lightmap features, and explains the exact boilerplate each API requires.
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chapters (27)
- 0:00Start
- 6:15SceneGraphs • Describe 3D scene with a tree structure
- 7:17SceneKit Forest
- 11:29More Cool SceneKit Stuff
- 13:03SceneKit Performance
- 14:06SceneKit vs. OpenGL
- 18:35Using OpenGL
- 18:53Shaders
- 20:52Drawing A 3D Cube
- 21:13Project
- 21:57Rasterize
- 22:12Color
- 23:25Geometry Layout
- 24:20Specifying Geometry
- 24:41Contrast with SceneKit
- 25:13Less Painful OpenGL
- 26:57Model I/0
- 31:53Why Metal?
- 33:41Hello, Metal
- 34:26A Metal Triangle
- 34:56What Really Matters
- 35:48MetalKit
- 37:27Metal Shading Language
- 38:05Vertex Shader
- 39:33How About a Demo
- 40:15Metal vs. OpenGL
- 42:42iOS 3D Resources
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