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iOS Game Development Cookbook - Helion

iOS Game Development Cookbook
ebook
Autor: Jonathon Manning, Paris Buttfield-Addison
ISBN: 978-14-493-6965-1
stron: 396, Format: ebook
Data wydania: 2014-04-10
Księgarnia: Helion

Cena książki: 152,15 zł (poprzednio: 176,92 zł)
Oszczędzasz: 14% (-24,77 zł)

Dodaj do koszyka iOS Game Development Cookbook

Want to build games with iOS technologies? This cookbook provides detailed recipes for a wide range of common iOS game-development issues, ranging from 2D and 3D math to Game Center integration, and OpenGL to performance. If you’re familiar with iOS and Objective-C, this is the problem-solving guide you want.

Rather than focus on specific game engines for iOS, such as Cocos2D or the Corona SDK, the recipes in this cookbook strictly deal with baked-in iOS technologies. You’ll learn solutions for everything from tile-matching games to racing, with working code that you can use right away.

  • Lay out the structure of your game
  • Build and customize menus with UIKit
  • Detect and respond to user input
  • Use advanced techniques to play sound effects and music
  • Work with data, using iOS devices and the cloud
  • Create 2D graphics with SpriteKit
  • Add physics simulation to your game
  • Learn beginning to advanced 3D graphics
  • Create challenges with artificial intelligence
  • Use networking to add multiplayer capabilities
  • Work with game controllers and multiple screens

Dodaj do koszyka iOS Game Development Cookbook

 

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Dodaj do koszyka iOS Game Development Cookbook

Spis treści

iOS Game Development Cookbook eBook -- spis treści

  • iOS Game Development Cookbook
  • Preface
    • Audience
    • Organization of This Book
    • Additional Resources
    • Conventions Used in This Book
    • Using Code Examples
    • Safari Books Online
    • How to Contact Us
    • Acknowledgement
  • 1. Laying Out a Game
    • Laying Out Your Engine
    • Creating an Inheritance-Based Game Layout
    • Creating a Component-Based Game Layout
    • Calculating Delta Times
    • Detecting When the User Enters and Exits Your Game
    • Updating Based on a Timer
    • Updating Based on When the Screen Updates
    • Pausing a Game
    • Calculating Time Elapsed Since the Game Start
    • Working with Blocks
    • Writing a Method That Calls a Block
    • Working with Operation Queues
    • Performing a Task in the Future
    • Storing Blocks in Objects
    • Using a Timer
    • Making Operations Depend on Each Other
    • Filtering an Array with Blocks
    • Loading New Assets During Gameplay
    • Adding Unit Tests to Your Game
    • 2D Grids
  • 2. Views and Menus
    • Working with Storyboards
    • Creating View Controllers
    • Using Segues to Move Between Screens
    • Using Constraints to Lay Out Views
    • Adding Images to Your Project
    • Slicing Images for Use in Buttons
    • Using UI Dynamics to Make Animated Views
    • Moving an Image with Core Animation
    • Rotating an Image
    • Animating a Popping Effect on a View
    • Theming UI Elements with UIAppearance
    • Rotating a UIView in 3D
    • Overlaying Menus on Top of Game Content
    • Designing Effective Game Menus
  • 3. Input
    • Detecting When a View Is Touched
    • Responding to Tap Gestures
    • Dragging an Image Around the Screen
    • Detecting Rotation Gestures
    • Detecting Pinching Gestures
    • Creating Custom Gestures
    • Receiving Touches in Custom Areas of a View
    • Detecting Shakes
    • Detecting Device Tilt
    • Getting the Compass Heading
    • Accessing the Users Location
    • Calculating the Users Speed
    • Pinpointing the Users Proximity to Landmarks
    • Receiving Notifications When the User Changes Location
    • Looking Up GPS Coordinates for a Street Address
    • Looking Up Street Addresses from the Users Location
    • Using the Device as a Steering Wheel
    • Detecting Magnets
    • Utilizing Inputs to Improve Game Design
  • 4. Sound
    • Playing Sound with AVAudioPlayer
    • Recording Sound with AVAudioRecorder
    • Working with Multiple Audio Players
    • Cross-Fading Between Tracks
    • Synthesizing Speech
    • Getting Information About What the iPod Is Playing
    • Detecting When the Currently Playing Track Changes
    • Controlling iPod Playback
    • Allowing the User to Select Music
    • Cooperating with Other Applications Audio
    • Determining How to Best Use Sound in Your Game Design
  • 5. Data Storage
    • Saving the State of Your Game
    • Storing High Scores Locally
    • Using iCloud to Save Games
    • Using the iCloud Key/Value Store
    • Loading Structured Information
    • Deciding When to Use Files or a Database
    • Using SQLite for Storage
    • Managing a Collection of Assets
    • Storing Information in NSUserDefaults
    • Implementing the Best Data Storage Strategy
    • In-Game Currency
  • 6. 2D Graphics and Sprite Kit
    • Getting Familiar with 2D Math
    • Creating a Sprite Kit View
    • Creating a Scene
    • Adding a Sprite
    • Adding a Text Sprite
    • Determining Available Fonts
    • Including Custom Fonts
    • Transitioning Between Scenes
    • Moving Sprites and Labels Around
    • Adding a Texture Sprite
    • Creating Texture Atlases
    • Using Shape Nodes
    • Using Blending Modes
    • Using Image Effects to Change the Way that Sprites Are Drawn
    • Using Bézier Paths
    • Creating Smoke, Fire, and Other Particle Effects
    • Shaking the Screen
    • Animating a Sprite
    • Parallax Scrolling
    • Creating Images Using Perlin Noise
  • 7. Physics
    • Reviewing Physics Terms and Definitions
    • Adding Physics to Sprites
    • Creating Static and Dynamic Objects
    • Defining Collider Shapes
    • Setting Velocities
    • Working with Mass, Size, and Density
    • Creating Walls in Your Scene
    • Controlling Gravity
    • Keeping Objects from Falling Over
    • Controlling Time in Your Physics Simulation
    • Detecting Collisions
    • Finding Objects
    • Working with Joints
    • Working with Forces
    • Adding Thrusters to Objects
    • Creating Explosions
    • Using Device Orientation to Control Gravity
    • Dragging Objects Around
    • Creating a Car
  • 8. 3D Graphics
    • Working with 3D Math
    • Creating a GLKit Context
    • Drawing a Square Using OpenGL
    • Loading a Texture
    • Drawing a Cube
    • Rotating a Cube
    • Moving the Camera in 3D Space
  • 9. Intermediate 3D Graphics
    • Loading a Mesh
    • Parenting Objects
    • Animating a Mesh
    • Batching Draw Calls
    • Creating a Movable Camera Object
  • 10. Advanced 3D Graphics
    • Understanding Shaders
    • Working with Materials
    • Texturing with Shaders
    • Lighting a Scene
    • Using Normal Mapping
    • Making Objects Transparent
    • Adding Specular Highlights
    • Adding Toon Shading
  • 11. Artificial Intelligence and Behavior
    • Making an Object Move Toward a Position
    • Making Things Follow a Path
    • Making an Object Intercept a Moving Target
    • Making an Object Flee When Its in Trouble
    • Making an Object Decide on a Target
    • Making an Object Steer Toward a Point
    • Making an Object Know Where to Take Cover
    • Calculating a Path for an Object to Take
    • Finding the Next Best Move for a Puzzle Game
    • Determining if an Object Can See Another Object
    • Using AI to Enhance Your Game Design
  • 12. Networking and Social Media
    • Using Game Center
    • Getting Information About the Logged-in Player
    • Getting Information About Other Players
    • Making Leaderboards and Challenges with Game Center
    • Finding People to Play with Using Game Center
    • Using Bluetooth to Detect Nearby Game Players with the Multipeer Connectivity Framework
    • Making Real-Time Gameplay Work with Game Kit and the Multipeer Connectivity Framework
    • Creating, Destroying, and Synchronizing Objects on the Network
    • Interpolating Object State
    • Handling When a Player Disconnects and Rejoins
    • Making Turn-Based Gameplay Work with GameKit
    • Sharing Text and Images to Social Media Sites
    • Implementing iOS Networking Effectively
    • Implementing Social Networks Effectively
  • 13. Game Controllers and External Screens
    • Detecting Controllers
    • Getting Input from a Game Controller
    • Showing Content via AirPlay
    • Using External Screens
    • Designing Effective Graphics for Different Screens
    • Dragging and Dropping
  • 14. Performance and Debugging
    • Improving Your Frame Rate
    • Making Levels Load Quickly
    • Dealing with Low-Memory Issues
    • Tracking Down a Crash
    • Working with Compressed Textures
    • Working with Watchpoints
    • Logging Effectively
    • Creating Breakpoints That Use Speech
  • Index
  • Colophon
  • Copyright

Dodaj do koszyka iOS Game Development Cookbook

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