
iPhone Game Development
Description
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Content
- Intro
- 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 profile
- Xcode 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 files
- Resource 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 Management
- Implementation
- 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 Class
- Loading
- 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
- Context action
- Update
- Sounds
- Level 4 Implementation
- gsRiverLevel
- TileWorld
- Crocodiles
- Logs
- Tom
- User Input
- Game Logic
- Initialization
- Update
- Sounds
- Game State Serialization
- Initialize Storage
- End Game
- Modify UI
- Conclusion
- Chapter 5. 3D Games
- GLESGameState3D Class
- POWERVR
- Vectors and matrixes
- Model format
- 3ds Max plug-in
- Texture format
- Sprite3D
- Accelerometer
- 3D Game Design
- Graphics
- Ship
- Hoops
- Skybox
- Particle system
- 2D elements
- Input
- Accelerometer
- Thruster
- Camera
- Logic
- Implementation
- Camera
- Skybox
- Input
- Calibration
- Thrusters
- Rings
- Layout
- Implementation
- Particle System
- Logic
- Best Times
- End Game
- Conclusion
- Chapter 6. Considerations for Game Design
- Resource Management
- User Input Design
- Networking
- Third-Party Code
- Libraries
- Middleware
- Open Source Games
- App Store
- Conclusion
- Appendix. References
- Code Reference
- Physics Libraries
- Middleware
- Open Source Games
- Index
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