
Pro iPhone Game Development
Apress
Published on 29. July 2010
Book
Paperback/Softback
350 pages
978-1-4302-2805-9 (ISBN)
Description
With so many great-selling games available for the iPhone, it s a popular and often lucrative choice for many iPhone developers to write and publish their first game in the App Store. A browse through the incredible Games section of the App store quickly reveals that ever better, cooler, and more advanced games are coming out all the time, topping the charts, and bringing fame and fortune to those who can write thems. This is the book for every developer who wants to chase their talent and write a great game for the iPhone. The key concepts you need to learn are covered in this book: Game graphics and animation with OpenGL ES, for both versions 1.1 and 2 OpenGL ES views, including EAGL with framebuffers, and the drawView method with runloops Game templates for both Apple s templates and customized templates What you ll learn How to use cutting-edge iPhone techniques to create your best games How to customize game templates for your own projects How to build and run 2D sprites for animation How to draw vertexes and textures, in color How to move from 2D to the 3D world using glVertexPointer with 3 coordinates instead of 2 How to assemble views, objects, textures, and a sceneController with your game logic How to move the time out into a controller object so that the sceneController can do its job How to split up the drawView into separate methods for viewports and framebuffers Who is this book for?
This book is for game developers who have a desire to create iPhone and/or iPod touch games that go beyond the basics.
This book is for game developers who have a desire to create iPhone and/or iPod touch games that go beyond the basics.
More details
Edition
2020 ed.
Language
English
Place of publication
New York
United States
Target group
Professional and scholarly
Popular/general
Dimensions
Height: 235 mm
Width: 191 mm
ISBN-13
978-1-4302-2805-9 (9781430228059)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Persons
Noel Llopis is a long-time game developer and OpenGL ES expert
Jonathan Blocksom has a PhD in Computer Science from Cambridge University and works at Google in Washington D.C. creating animations with OpenGL ES for mobile devices.
Jonathan Saggau has a Masters degree in composition from The New England Conservatory and is a freelance iPhone developer and consultant.
Jonathan Blocksom has a PhD in Computer Science from Cambridge University and works at Google in Washington D.C. creating animations with OpenGL ES for mobile devices.
Jonathan Saggau has a Masters degree in composition from The New England Conservatory and is a freelance iPhone developer and consultant.
Content
Section 1: Advanced Graphics with OpenGL ES
Ch 1. Shaders
Ch 2. High Performance
Ch 3. Particle Systems
Ch 4. Other Advanced Techniques
Section 2: Basic Multiplayer
Ch 5. Global High Score lists
Ch 6. Turn based game w/ Push notification
Ch 7. "ghost racing"
Ch 8. Integration w/ online social services
Section 3: Advanced Multiplayer over Networks
Ch 9. Bluetooth networking
Ch 10. Voice chat
Section 4: Advanced Input
Ch 11. Multi-touch input
Ch 12. Accelerometer & Compass
Ch 13. GPS
Ch 14. Video
Ch 15. Putting it all together for Augmented Reality
Section 5: Advanced Engines
Ch 16. Game Engines
Ch 17. Physics Engines
Ch 18. Applied Mathematics
Appendix A: EAGLContext: More Information Than You Require
Appendix B: In Game Purchase of New Levels
Ch 1. Shaders
Ch 2. High Performance
Ch 3. Particle Systems
Ch 4. Other Advanced Techniques
Section 2: Basic Multiplayer
Ch 5. Global High Score lists
Ch 6. Turn based game w/ Push notification
Ch 7. "ghost racing"
Ch 8. Integration w/ online social services
Section 3: Advanced Multiplayer over Networks
Ch 9. Bluetooth networking
Ch 10. Voice chat
Section 4: Advanced Input
Ch 11. Multi-touch input
Ch 12. Accelerometer & Compass
Ch 13. GPS
Ch 14. Video
Ch 15. Putting it all together for Augmented Reality
Section 5: Advanced Engines
Ch 16. Game Engines
Ch 17. Physics Engines
Ch 18. Applied Mathematics
Appendix A: EAGLContext: More Information Than You Require
Appendix B: In Game Purchase of New Levels