Jeff LaMarche is a Mac and iOS developer with more than 20 years of programming experience. Jeff has written a number of iOS and Mac development books, including Beginning iOS 6 Development (Apress, 2013), and Learn Cocoa on the Mac (Apress, 2010). Jeff is a principal at Martian Craft, an iOS, Mac and Android development house. He has written about Cocoa and Objective-C for MacTech Magazine, as well as articles for Apple’s developer web site. Jeff also writes about iOS development for his widely-read blog at http://iphonedevelopment.blogspot.com.
The road to success is paved with mistakes of all shapes and sizes. You don't get anywhere without making them, but you also don't get anywhere if you don't learn from them. Some people say you can't learn from the mistakes of others. Fortunately for you, those people are wrong.
Jeff has made a lot of mistakes over the years, not just in writing code, but also in running businesses and in dealing with developers, co-workers, employees, clients, and customers, and he's happy to share. So, sit back, relax, at the end of the day and listen to some tales of what to do and — more importantly — what not to do to achieve success as a software professional.
SceneKit is Apple's relatively new 3D programming framework. Scenekit manages one or more scenes (hence the name) that can contain 3D objects as well as lights and camera. Although, some understanding of graphics programming is beneficial when using SceneKit, it has a much smaller learning curve than OpenGL and uses a paradigm that's familiar to most people: that of a movie. This session will show how to use most of the basic functionality of SceneKit, including the use of Core Animation to move objects in a scene.