Muutke küpsiste eelistusi

E-raamat: iOS Game Development: Developing Games for iPad, iPhone, and iPod Touch

(QIOO Interactive, Berlin, Germany)
  • Formaat: 394 pages
  • Ilmumisaeg: 19-Apr-2016
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781040078945
Teised raamatud teemal:
  • Formaat - EPUB+DRM
  • Hind: 61,09 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 394 pages
  • Ilmumisaeg: 19-Apr-2016
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781040078945
Teised raamatud teemal:

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

To create successful games for the iPhone family of mobile devices, developers need to know how touch-input, real-time graphics, and sound come together in the iOS environment. iOS Game Development: Developing Games for iPad, iPhone, and iPod Touch takes you from the basics of app coding to releasing and marketing your game on the App Store. The book offers a wealth of previously unpublished information about the iOS platform.

The text focuses on the concrete requirements of game developers, presenting in-depth details on each step in the mobile game development process. 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 also covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.

To better understand the explanations, the author encourages you to access more than 30 iOS example apps from his website. Each app represents a small piece of the complex field of game development in a straightforward manner. The apps can be run on any device in the iPhone family and have been extensively tested with various iOS versions.

Suitable for both newcomers and more advanced developers, this color book helps you get started with iOS game development. By following the book’s clear descriptions and example programs, you will understand how to implement the fundamentals in smaller game projects and be able to create your first game for the App Store.

Preface xiii
1 Introduction-Let There Be...Games! 1(8)
1.1 Why Program Games for the iPhone?
1(1)
1.2 Welcome to the World of Apple-the iPhone Phenomenon
2(2)
1.3 The iPhone Family-Specifications
4(1)
1.4 All Beginnings Are Easy
5(4)
1.4.1 Downloading the Examples in This Book
6(1)
1.4.2 Feedback
7(2)
2 The Basics-How Does It All Work? 9(40)
2.1 The Source of Power-The iOS Dev Center
9(1)
2.2 Downloading and Installing Xcode and the iOS SDK
9(2)
2.2.1 Download and Try Out Example Codes from Apple
10(1)
2.2.2 Using the iPhone Simulator
10(1)
2.3 Using Xcode Templates
11(1)
2.4 Hello World with Console Output
11(6)
2.4.1 Delegates and the Main() Method
12(2)
2.4.2 Program Flow, Frameworks, and the App File
14(1)
2.4.3 The Structure of the Delegate Class and Implementation of Console Output
14(3)
2.5 Hello World with Text in a View Instance
17(3)
2.6 Who's Afraid of Objective-C? A 15-Minute Crash Course
20(7)
2.6.1 Help Getting Started
21(1)
2.6.2 How Objective-C Was Born
21(1)
2.6.3 Method Syntax
21(1)
2.6.4 Declaration of Classes
22(1)
2.6.5 Creating Objects
23(1)
2.6.6 Instance and Class Methods
24(1)
2.6.7 Memory Management
25(2)
2.6.8 Automatic Reference Counting (ARC)
27(1)
2.7 The Life Cycle of an App
27(3)
2.8 Broad Support: Universal Apps
30(15)
2.8.1 What Advantages Does the iPad Offer for Game Development?
32(1)
2.8.2 Platform-Independent Programming
32(1)
2.8.3 Conditional Coding
33(1)
2.8.4 Example: Developing a Universal App
34(6)
2.8.5 Turning Off the Status Bar
40(1)
2.8.6 Adding Resources: App Icons and Splash Images
41(1)
2.8.7 Setting the App Name
42(1)
2.8.8 Query Resolution and Text Output
43(2)
2.9 Support for Retina Displays
45(4)
2.9.1 How Do I Support Retina Resolution?
46(1)
2.9.2 Testing with the Retina Emulator
47(2)
3 Game Development From 0 to 60 in No Time Flat 49(92)
3.1 How Do Games Work?
49(2)
3.1.1 All Right Then, but How Are Games Actually Made?
49(2)
3.1.2 What Do I Need to Know? Useful Questions
51(1)
3.2 The Two-Dimensional (2D) Coordinate System
51(2)
3.3 Setting Up an Example Project
53(3)
3.3.1 How Do I Create Global Variables?
55(1)
3.4 Drawing Class: Rendering Simple Forms
56(5)
3.4.1 How Do I Draw Lines?
56(1)
3.4.2 Specifying the Color and Transparency
57(1)
3.4.3 Line Thickness
57(1)
3.4.4 Random Numbers and Abstract Art
58(1)
3.4.5 How Do I Draw Rectangles?
59(1)
3.4.6 How Do I Draw Circles?
60(1)
3.4.7 Text Output (Fonts and Type Size)
61(1)
3.5 Integrating, Loading, and Displaying Images
61(7)
3.5.1 One, Two, Three, Four: Can We Make a Lot More?
64(4)
3.6 The Game Loop and Frames-Bringing Pictures to Life
68(5)
3.7 Clipping and Animation
73(11)
3.7.1 Clipping and Tiles
76(1)
3.7.2 Creating Sprites
77(5)
3.7.3 Organization Is Everything: Arrays
82(2)
3.8 Collision Control, Please!
84(9)
3.8.1 Distance between Two Points
90(2)
3.8.2 Collision Checking with Circles
92(1)
3.9 User Input
93(9)
3.9.1 Querying the Motion Sensor
99(3)
3.10 All Together Now: GameManager and Sprite Management
102(21)
3.10.1 Game Elements
103(1)
3.10.2 Winning the Game
103(1)
3.10.3 Defeat
103(1)
3.10.4 Control
104(1)
3.10.5 HUD (Head-up Display)
104(1)
3.10.6 Menu Navigation
104(4)
3.10.7 Structuring Code
108(1)
3.10.8 Resource Management
109(2)
3.10.9 Sprite Management
111(4)
3.10.10 One-Time Animation Sequences
115(3)
3.10.11 Finite-State Machines: Organization Made Easy
118(1)
3.10.12 User Input
119(3)
3.10.13 HUD and Scoring
122(1)
3.11 Zappp, Brzzz, B000m, Pennng! Background Music and Sound Effects
123(13)
3.11.1 Preparations: Integrating the Framework
123(1)
3.11.2 How to Use the AVAudioPlayer
124(1)
3.11.3 Polyphony and Sound Formats
125(1)
3.11.4 Where Do I Find Suitable Sounds?
126(1)
3.11.5 Integrating Sounds into a Game
127(9)
3.12 Storing Data
136(5)
3.12.1 Example: High Scores
138(3)
4 Making Connections: Multiplayer Games with Game Kit and Game Center 141(18)
4.1 Introduction
141(2)
4.2 Setting Up iTunes Connect
143(4)
4.3 The Road to the Game Center Test App
147(8)
4.3.1 Game Center Login
149(1)
4.3.2 Blocks as Callback Handler
150(1)
4.3.3 High-Score Upload
151(1)
4.3.4 High-Score List
152(1)
4.3.5 Integrating the GCHelper into Your Own App
153(2)
4.4 Multiplayer Games
155(4)
4.4.1 Matchmaking and Sessions
155(4)
5 OpenGL ES: Turbocharged! 159(78)
5.1 Why OpenGL ES?
159(1)
5.2 What Is OpenGL ES, and How Is It Constructed?
160(2)
5.2.1 Which Version of OpenGL ES Should I Choose?
161(1)
5.3 OpenGL ES: Basic Questions
162(1)
5.4 Properly Integrating OpenGL ES
163(6)
5.4.1 What Is Up with the Three Buffers?
165(4)
5.5 The OpenGL Coordinate System
169(3)
5.5.1 Triangulation
171(1)
5.6 Simple Drawing Operations
172(5)
5.7 Digression: Math Plotter
177(2)
5.8 And Pictures? What Is All the Talk about Textures?
179(12)
5.9 Onward to the Matrix: The Transformation Functions
191(3)
5.10 Animations with Texture Clipping
194(4)
5.11 The Final Frontier: Scrolling and Parallax Scrolling
198(8)
5.12 Going Out with a Bang: An OpenGL ES Shooter
206(28)
5.12.1 Complete Framework
207(7)
5.12.2 Game Play
214(3)
5.12.3 The Sprite Class
217(5)
5.12.4 The Game Elements
222(12)
5.13 Support for Retina Displays under OpenGL ES
234(3)
5.13.1 Accurate Pixel Rendering
234(1)
5.13.2 Should I Utilize Full Resolution?
234(1)
5.13.3 Info: Pay Attention to Performance
235(2)
6 The Third Dimension 3D Games 237(62)
6.1 How Are 3D Games Constructed?
237(2)
6.2 The Basic Framework
239(1)
6.3 The 3D Coordinate System
240(1)
6.4 Drawing Simple Shapes
241(3)
6.5 Texturing Surfaces
244(2)
6.6 Texturing 3D Objects
246(4)
6.7 Let There Be Light
250(4)
6.8 Creating, Loading, and Integrating 3D Models
254(8)
6.8.1 Faces
254(1)
6.8.2 Construction of an Obj File
255(7)
6.9 Additional 3D Models with Texture
262(4)
6.10 First-Person Perspective: Setting and Deploying the Camera
266(4)
6.11 Spaceflight: A 3D Game Is Born
270(29)
6.11.1 Game Concept: Spaceflight
270(1)
6.11.2 Control
271(1)
6.11.3 Game Elements
271(8)
6.11.4 Three-Dimensional Sprites
279(6)
6.11.5 The Implementation of the Game Elements
285(7)
6.11.6 Control
292(1)
6.11.7 First-Person Perspective
293(1)
6.11.8 Laser
294(1)
6.11.9 Notification of a Strike
294(1)
6.11.10 Other Sprites
294(5)
7 On the Trail of Angry Birds-Physics Engine Box2D 299(30)
7.1 Introduction
299(2)
7.1.1 What Should I Expect from a Physics Engine for 2D Games?
300(1)
7.1.2 A First Test
301(1)
7.2 How Do I Integrate Box2D?
301(2)
7.3 What Goes Up Must Come Down
303(6)
7.3.1 Defining Bodies
306(3)
7.4 Sprites under Box2D
309(5)
7.4.1 Possible Extensions
313(1)
7.5 A Box2D Game: Free the Birds
314(15)
7.5.1 Landscape versus Portrait Mode
315(2)
7.5.2 The New Sprite Classes
317(2)
7.5.3 Building the Tower
319(6)
7.5.4 Winning Ending
325(1)
7.5.5 Outlook
326(3)
8 The GLKit Framework-OpenGL ES Made Easy 329(14)
8.1 Introduction
329(2)
8.1.1 Pros and Cons
329(1)
8.1.2 Overview
330(1)
8.2 A First Example
331(4)
8.2.1 Setting the Perspective with the GLKit
334(1)
8.3 GLKitView and Game Loop
335(5)
8.4 GLKit and 3D-Using a Camera according to the GLU Model
340(3)
9 Complete Control: Game Sounds with OpenAL 343(12)
9.1 Introduction
343(1)
9.2 Encapsulation of the OpenAL API
344(1)
9.3 How Is Sound Formed?
345(2)
9.4 Creating a Polyphonic Sound Engine
347(8)
9.4.1 Sound IDs and Buffers
348(1)
9.4.2 Audio Context
349(1)
9.4.3 Loading Sounds
350(1)
9.4.4 Digression: Synthetic Sounds
351(1)
9.4.5 Playing Sounds
352(3)
10 Waiting to Be a Millionaire 355(4)
10.1 Your Gateway to the World-iTunes Connect
355(1)
10.2 Test, Test, Test: But How Does a Game Get into My Device?
356(1)
10.3 Release and Distribution
356(1)
10.4 Marketing Plans?
357(2)
Bibliography 359(2)
Index 361
Lucka, Thomas