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iPhone and iPad game apps remain one of the most popular, if not the most popular, type of apps on the Apple iTunes App Store. Angry Birds and others have reshaped the way we play games. Version 6 of the iOS software development kit enables powerful game apps development, and tools like cocos2d and Unity make things even easier.
Pro iOS 6 Games Development refreshes your memory on the most important basics, then digs into each of the core topics of game development including physics, artificial intelligence and the Game Center as well as covering advanced programming topics essential for good game design.
Learn the core concepts behind 2D Game Development with case studies using docos2d and the Box2D physics engine.
Find out what iOS 6 has to offer game developers with multi-player game design and use of the many input mechanisms available on today's mobile devices.
Take your first steps into 3D with an overview of Open GL and an introduction to Unity3D and cocos3d.
After reading Pro iOS 6 Games Development , you'll be able to code and design game apps like a pro!
List of contents
Chapter 1: A Review of the Essentials
Chapter 2: Game Architecture and Design Patterns
Chapter 3: Introducing cocos2d with Box2D
Chapter 4: Building a Game Environment
Chapter 5: Device Input and Sensors
Chapter 6: Injecting Life
Chapter 7: Building a World
Chapter 8: Going Multiplayer
Chapter 9: Special Effects with OpenGL
Chapter 10: Supporting the Apple TV SDK
Chapter 11: A First Look at 3D
Chapter 12: Introducing Unity 3D
Chapter 13: Your First Unity 3D Project
Chapter 14: 3D Shooter Part 1 - Architecture and Design
Chapter 15: 3D Shooter Part 2 - Assets and Terrain
Chapter 16: 3D Shooter Part 3 - You Have Game
Chapter 17: Unity 3D and iOS
Chapter 18: Optimizing and Debugging Unity 3D for Mobile Devices
Chapter 19: Where Next?
About the author
John Wordsworth has been programming Objective-C professionally with OSX and iOS since early 2009 and has over 14 years of experience programming in a variety of languages ever since getting his hands on a Commodore Vic 20 as a teenager. John received his PhD in Applied Mathematics in 2009 after four years of studying mathematical models through computer simulations. Since then he has been Technical Director of a programming and development company based in the UK with a focus on writing professional and highly optimized code for use in games and media applications.