iOS Game Development: Developing Games for iPad, iPhone, and iPod Touch, 1st Edition (Paperback) book cover

iOS Game Development

Developing Games for iPad, iPhone, and iPod Touch, 1st Edition

By Thomas Lucka

A K Peters/CRC Press

394 pages | 107 Color Illus.

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Paperback: 9781466569935
pub: 2013-09-04
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pub: 2016-04-19
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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


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


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


A First Example

GLKitView and Game Loop

GLKit and 3D—Using a Camera according to the GLU Model

Complete Control: Game Sounds with OpenAL


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?


About the Originator

Subject Categories

BISAC Subject Codes/Headings:
COMPUTERS / Computer Graphics
COMPUTERS / Programming / Games