Conventions Used in This book
Apple Game Frameworks and Technologies — by Tammy Coron (10 / 193)
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For the most part, this book uses standard conventions when it comes to programming in Swift. However, if you ask a group of 10 programmers how to create a method that returns some value, you’re bound to get back 12 or so different solutions.
Is this difference in technique a bad thing? No, not at all. Having different choices is a good thing. If there was only one way for you to apply physics within your games, it might limit the types of games you can build — and making games shouldn’t limit your imagination — it should help it flourish.
Don’t misunderstand my words. There are rules you must (or at least should) follow and certain best practices and design guidelines[3] developers need to use — I encourage you to read them — but don’t lose sight of your goal.
Game development should be fun, and how you code is an art unto itself. As developers, we all code differently. We have certain patterns we favor and stylistic choices we make. For instance, I use the prefix setup rather than setUp when naming methods that “set up” stuff. Is this wrong? Well, technically, it breaks the camel case of naming conventions. Set up (the verb) is two words, not one (as in setup, the noun or adjective).
The point is, as you work through the examples in this book, you’ll more than likely…