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If you want to create games for the iPhone, you'll find this book packed with guidelines on the basics of game development, the fundamentals of iPhone programming, special graphics and audio needs for games, tips on handling in-game physics, strategies for AppStore publication, and much more. iPhone Game Development details the process with lots of examples, and provides plug-in classes to compensate for the iPhone's lack of support for certain areas of game programming.
Throughout the book, the authors stress the importance of good performance and response time, and include numerous tips and alternative suggestions for maximizing performance in different types of games.
Topics include:
Basics of Objective-C and iPhone programming with XCode
How to create a robust, scalable framework for a game
Considerations for adapting the iPhone interface to games
2D and 3D graphics
Animation and integrating with a physics engine
Music and audio effects
Menus and controls
Publishing to the AppStore
Sommario
Inhaltsverzeichnis
Chapter 1 Introduction to the iPhone
Apple Developer Account and Downloading the SDK
Loading Devices
Objective-C Primer
Conclusion
Chapter 2 Game Engine Anatomy
Application Framework
Game State Manager
Graphics Engine
Conclusion
Chapter 3 The Framework
Game State Management The App Delegate
Event Handling
The Resource Manager
The Render Engine
The Sound Engine
The Data Store
The Skeleton Application
Conclusion
Chapter 4 2D Game Engine
Game Design
Tile Engine
Animation
Physics
Level 1 Implementation
Level 2 Implementation
Level 3 Implementation
Level 4 Implementation
Game State Serialization
Conclusion
Chapter 5 3D Games
GLESGameState3D Class
3D Game Design
Implementation
Conclusion
Chapter 6 Considerations for Game Design
Resource Management
User Input Design
Networking
Third-Party Code
App Store
Conclusion
Appendix References
Code Reference
Physics Libraries
Middleware
Open Source Games
Colophon
Info autore
Paul Zirkle has five years of mobile game programming experience and is currently a Lead Mobile Programmer at Konami Digital Entertainment. He has worked on over 40 titles, including porting, re-writing and full development. Occasionally, Paul is called upon to give lectures on game development at the University of Southern California.
Joe Hogue has five years of mobile game programming experience. He worked with Paul at Konami and currently works for Electronic Arts as a Mobile Programmer. Joe has worked on over 40 titles as well, including porting, re-writes and full development. Joe has written an iPhone game that is currently being submitted to the iTunes AppStore.
Riassunto
Includes guidelines on the basics of game development, the fundamentals of iPhone programming, special graphics and audio needs for games, tips on handling in-game physics, and strategies for AppStore publication. This work provides plug-in classes to compensate for the iPhone's lack of support for certain areas of game programming.
Relazione
"iPhone Game Development bereitet Spaß und regt an, das Gelesene gleich umzusetzen. Aus der Riege der iPhone-Literatur [...] sticht es hervor." - iX, 11/2010 "Innerhalb der nur 244 Seiten hält der Entwickler eine nahezu komplette 2D-Engine in der Hand, die nahezu übergangslos in die 3D-Welt weiterführt. Am Ende ist man tatsächlich fähig, ein 3D-Autorennen zu programmieren. Auch auf die für Spiele wichtigen Aspekte der Physik, Pfadfindung, künstliche Intelligenz der Gegner oder optimierten Kollisionsentdeckung wird mit Codeschnipseln eingegangen. Von mir eine Empfehlung für alle diejenigen, die sich nicht nur für Spiele interessieren, sondern auch dafür entwickeln wollen und darin schon ein wenig Erfahrung haben!" - mobile-zeitgeist.de, November 2009