iOS Game Development : Developing Games for iPad, iPhone, and iPod Touch book cover
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iOS Game Development
Developing Games for iPad, iPhone, and iPod Touch





ISBN 9781466569935
Published September 4, 2013 by A K Peters/CRC Press
394 Pages 107 Color Illustrations

 
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Book Description

The book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.

Table of Contents

Introduction—Let There Be…Games!
Why Program Games for the iPhone?
Welcome to the World of Apple—the iPhone Phenomenon
The iPhone Family—Specifications
All Beginnings Are Easy

The Basics—How Does It All Work?
The Source of Power—The iOS Dev Center
Downloading and Installing Xcode and the iOS SDK
Using Xcode Templates
Hello World with Console Output
Hello World with Text in a View Instance
Who’s Afraid of Objective-C? A 15-Minute Crash Course
The Life Cycle of an App
Broad Support: Universal Apps
Support for Retina Displays

Game Development from 0 to 60 in No Time Flat
How Do Games Work?
The 2D Coordinate System
Setting Up an Example Project
Integrating, Loading, and Displaying Images
The Game Loop and Frames—Bringing Pictures to Life
Clipping and Animation
Collision Control, Please!
User Input
All Together Now: GameManager and Sprite Management
Zappp, Brzzz, Booom, Pennng! Background Music and Sound Effects
Storing Data

Making Connections: Multiplayer Games with Game Kit and Game Center
Introduction
Setting Up iTunes Connect
The Road to the Game Center Test App
Multiplayer Games

OpenGL ES: Turbocharged!
Why OpenGL ES?
What Is OpenGL ES, and How Is It Constructed?
OpenGL ES: Basic Questions
Properly Integrating OpenGL ES
The OpenGL Coordinate System
Simple Drawing Operations
Digression: Math Plotter
And Pictures? What Is All the Talk about Textures?
Onward to the Matrix: The Transformation Functions
Animations with Texture Clipping
The Final Frontier: Scrolling and Parallax Scrolling
Going Out with a Bang: An OpenGL ES Shooter
Support for Retina Displays under OpenGL ES

The Third Dimension: 3D Games
How Are 3D Games Constructed?
The Basic Framework
The 3D Coordinate System
Drawing Simple Shapes
Texturing Surfaces
Texturing 3D Objects
Let There Be Light
Creating, Loading, and Integrating 3D Models
Additional 3D Models with Texture
First-Person Perspective: Setting and Deploying the Camera
Spaceflight: A 3D Game Is Born

On the Trail of Angry Birds—Physics Engine Box2D
Introduction
How Do I Integrate Box2D?
What Goes Up Must Come Down
Sprites under Box2D
A Box2D Game: Free the Birds

The GLKit Framework—OpenGL ES Made Easy
Introduction
A First Example
GLKitView and Game Loop
GLKit and 3D—Using a Camera according to the GLU Model

Complete Control: Game Sounds with OpenAL
Introduction
Encapsulation of the OpenAL API
How Is Sound Formed?
Creating a Polyphonic Sound Engine

Waiting to Be a Millionaire
Your Gateway to the World—iTunes Connect
Test, Test, Test: But How Does a Game Get into My Device?
Release and Distribution
Marketing Plans?

Bibliography

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