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iPhone game development / Paul Zirkle and Joe Hogue.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Zirkle, Paul.
Contributor:
Hogue, Joe.
Language:
English
Subjects (All):
iPhone (Smartphone).
Mobile games--Design.
Mobile games.
Objective-C (Computer program language).
Physical Description:
1 online resource (258 p.)
Edition:
First edition.
Place of Publication:
Beijing ; Sebastopol, California : O'Reilly, 2009.
Language Note:
English
System Details:
text file
Summary:
What do you need to know to create a game for the iPhone? Even if you've already built some iPhone applications, developing games using iPhone's gestural interface and limited screen layout requires new skills. With iPhone Game Development, you get everything from game development basics and iPhone programming fundamentals to guidelines for dealing with special graphics and audio needs, creating in-game physics, and much more. Loaded with descriptive examples and clear explanations, this book helps you learn the technical design issues particular to the iPhone and iPo
Contents:
Table of Contents; Preface; The Authors; Our Goal; Prerequisites; Audience; Organization of This Book; Conventions Used in This Book; Using Code Examples; We'd Like to Hear from You; Safari® Books Online; Acknowledgments; Chapter 1. Introduction to the iPhone; Apple Developer Account and Downloading the SDK; Application Bundles; Xcode and Interface Builder; Views and Controllers; Adding a new View and View Controller to an existing window; Adding a new View to an existing View Controller; Proxy objects; Loading Devices; Certificates and Profiles; App ID; UDID; WWDR certificate
Installing the profileXcode Configuration; Objective-C Primer; Classes; Instantiation; Messaging; Member Variables; Memory Management; Constructors and Destructors; Interface Builder Integration; Mixed C++ and Objective-C; Conclusion; Chapter 2. Game Engine Anatomy; Application Framework; Main Loop; Game State Manager; State Machine; Graphics Engine; Texturing; Pixels, textures, and images; Transparency; Texture blending; Rotation; Clipping; Animation; Two-dimensional animation: Sprites; Three-dimensional animation: Models; Animation controllers; Particle systems; Culling; Texture sorting
Texture filesResource management; Level of detail; Physics Engine; Collision detection versus collision resolution; Two-dimensional collision detection; Three-dimensional collision detection; Collision resolution; Audio Engine; Sound samples; Playing sound; Multichannel sound; Music versus SFX; Output devices and interruptions; Player Input; Touch events; Resolving into high-level events; Game Logic; High-level events; Artificial intelligence; Transparent suspend and resume; Frame-based versus time-based logic; Game logic organization; Conclusion; Chapter 3. The Framework
Game State ManagementImplementation; Removing the Status Bar; The App Delegate; Frames per Second; Event Handling; The Resource Manager; Texture Format; Sound Format; Deploying Resources; Management; The Render Engine; GLESGameState; Textures; Font Textures; Example State; The Sound Engine; Example State; The Data Store; Storing Simple Data; Storing Complex Data; Example State; The Skeleton Application; Conclusion; Chapter 4. 2D Game Engine; Game Design; Feature List; User Input Scheme; Learning Curve; Level 1; Level 2; Level 3; Level 4; Tile Engine; Unique Tiles; Drawing Tiles
TileWorld ClassLoading; Rendering; Camera; Physics; Animation; Animation and Sprite Classes; Property list; Animation class; Sprite class; Physics; Entities; Entity-to-World; Special Tiles; Entity-to-Entity; Level 1 Implementation; gsEmuLevel; TileWorld; Main Character; Entity; gsEmuLevel; User input; Emu Chicks; Entity; gsEmuLevel; Emu Mother; Game Logic; Sound; Level 2 Implementation; gsLionLevel; TileWorld; McGuffin; Main Character; Lion Entities; Entity; gsLionLevel; Game Logic; Sound; Level 3 Implementation; gsMazeLevel; TileWorld; Buttons; Doors; Cat and Mouse; User Input; Game Logic
Initialization
Notes:
"Developing 2D and 3D games in Objective-C."--Cover.
Includes bibliographical references (pages 231-232) and index.
Description based on online resource; title from PDF title page (ebrary, viewed October 16, 2013).
ISBN:
9781449383008
1449383009
9781449389185
144938918X
OCLC:
775300384

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