IOS Game Development : Developing Games for IPad, IPhone, and IPod Touch
IOS Game Development : Developing Games for IPad, IPhone, and IPod Touch
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Author(s): Lucka, Thomas
ISBN No.: 9781466569935
Pages: 394
Year: 201309
Format: Trade Paper
Price: $ 76.64
Dispatch delay: Dispatched between 7 to 15 days
Status: Available

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 ntegrating, 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 tures? 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 BR>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 t;/STRONG>.


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