
iPhone Game Development
Developing 2D & 3D Games in Objective-C
O'Reilly (Publisher)
1st Edition
Published on 15. December 2009
Book
255 pages
978-0-596-15985-6 (ISBN)
Description
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 iPod Touch, and suggests ways to maximize performance in different types of games. You also get plug-in classes to compensate for the areas where the iPhone's game programming support is weak.
* Learn how to develop iPhone games that provide engaging user experiences
* Become familiar with Objective-C and the Xcode suite of tools
* Learn what it takes to adapt the iPhone interface to games
* Create a robust, scalable framework for a game app
* Understand the requirements for implementing 2D and 3D graphics
* Learn how to add music and audio effects, as well as menus and controls
* Get instructions for publishing your game to the App Store
More details
Language
English
Place of publication
Sebastopol
United States
Target group
Professional and scholarly
Product notice
Paperback (trade)
Unsewn / adhesive bound
Dimensions
Height: 231 mm
Width: 178 mm
Thickness: 18 mm
Weight
344 gr
ISBN-13
978-0-596-15985-6 (9780596159856)
Schweitzer Classification
Other editions
Additional editions

E-Book
10/2009
1st Edition
O'Reilly
€29.49
Available for download

E-Book
10/2009
1st Edition
O'Reilly
€27.49
Available for download
Persons
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.
Content
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;
SafariĀ® Books Online;
Acknowledgments;
Chapter 1: Introduction to the iPhone;
1.1 Apple Developer Account and Downloading the SDK;
1.2 Loading Devices;
1.3 Objective-C Primer;
1.4 Conclusion;
Chapter 2: Game Engine Anatomy;
2.1 Application Framework;
2.2 Game State Manager;
2.3 Graphics Engine;
2.4 Conclusion;
Chapter 3: The Framework;
3.1 Game State Management;
3.2 The App Delegate;
3.3 Event Handling;
3.4 The Resource Manager;
3.5 The Render Engine;
3.6 The Sound Engine;
3.7 The Data Store;
3.8 The Skeleton Application;
3.9 Conclusion;
Chapter 4: 2D Game Engine;
4.1 Game Design;
4.2 Tile Engine;
4.3 Animation;
4.4 Physics;
4.5 Level 1 Implementation;
4.6 Level 2 Implementation;
4.7 Level 3 Implementation;
4.8 Level 4 Implementation;
4.9 Game State Serialization;
4.10 Conclusion;
Chapter 5: 3D Games;
5.1 GLESGameState3D Class;
5.2 3D Game Design;
5.3 Implementation;
5.4 Conclusion;
Chapter 6: Considerations for Game Design;
6.1 Resource Management;
6.2 User Input Design;
6.3 Networking;
6.4 Third-Party Code;
6.5 App Store;
6.6 Conclusion;
References;
Code Reference;
Physics Libraries;
Middleware;
Open Source Games;
Colophon;