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iOS Game Development: Developing Games for iPad, iPhone, and iPod Touch

by Lucka, Thomas | PB | VeryGood
US $5.74
ApproximatelyPHP 319.90
Condition:
Very Good
May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend ... Read moreabout condition
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eBay item number:374659368145
Last updated on Aug 24, 2024 07:24:56 PHTView all revisionsView all revisions

Item specifics

Condition
Very Good
A book that has been read but is in excellent condition. No obvious damage to the cover, with the dust jacket included for hard covers. No missing or damaged pages, no creases or tears, and no underlining/highlighting of text or writing in the margins. May be very minimal identifying marks on the inside cover. Very minimal wear and tear. See all condition definitionsopens in a new window or tab
Seller Notes
“May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend ...
Binding
Paperback
Weight
1 lbs
Product Group
Book
IsTextBook
No
ISBN
9781466569935
Subject Area
Computers
Publication Name
iOS Game Development : Developing Games for iPad, iPhone, and iPod Touch
Publisher
A + K Peter's, The Limited
Item Length
9 in
Subject
Programming / Games, Computer Graphics, Programming / Mobile Devices, Operating Systems / General, Hardware / Tablets, Hardware / Mobile Devices
Publication Year
2013
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.7 in
Author
Thomas Lucka
Item Weight
29.7 Oz
Item Width
7.4 in
Number of Pages
394 Pages

About this product

Product Identifiers

Publisher
A + K Peter's, The Limited
ISBN-10
146656993X
ISBN-13
9781466569935
eBay Product ID (ePID)
3038593399

Product Key Features

Number of Pages
394 Pages
Publication Name
iOS Game Development : Developing Games for iPad, iPhone, and iPod Touch
Language
English
Publication Year
2013
Subject
Programming / Games, Computer Graphics, Programming / Mobile Devices, Operating Systems / General, Hardware / Tablets, Hardware / Mobile Devices
Type
Textbook
Author
Thomas Lucka
Subject Area
Computers
Format
Trade Paperback

Dimensions

Item Height
0.7 in
Item Weight
29.7 Oz
Item Length
9 in
Item Width
7.4 in

Additional Product Features

Intended Audience
College Audience
LCCN
2012-048337
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794.814165
Table Of Content
Introduction--Let There Be...Games! Why Program Games for the iPhone? Welcome to the World of Apple--the iPhone Phenomenon The iPhone Family--Specifications All Beginnings Are Easy The Basics--How Does It All Work? The Source of Power--The iOS Dev Center Downloading and Installing Xcode and the iOS SDK Using Xcode Templates Hello World with Console Output Hello World with Text in a View Instance Who's Afraid of Objective-C? A 15-Minute Crash Course The Life Cycle of an App Broad Support: Universal Apps Support for Retina Displays Game Development from 0 to 60 in No Time Flat How Do Games Work? The 2D Coordinate System Setting Up an Example Project Integrating, Loading, and Displaying Images The Game Loop and Frames--Bringing Pictures to Life Clipping and Animation Collision Control, Please! User Input All Together Now: GameManager and Sprite Management Zappp, Brzzz, Booom, Pennng! Background Music and Sound Effects Storing Data Making Connections: Multiplayer Games with Game Kit and Game Center Introduction Setting Up iTunes Connect The Road to the Game Center Test App Multiplayer Games OpenGL ES: Turbocharged! Why OpenGL ES? What Is OpenGL ES, and How Is It Constructed? OpenGL ES: Basic Questions Properly Integrating OpenGL ES The OpenGL Coordinate System Simple Drawing Operations Digression: Math Plotter And Pictures? What Is All the Talk about Textures? Onward to the Matrix: The Transformation Functions Animations with Texture Clipping The Final Frontier: Scrolling and Parallax Scrolling Going Out with a Bang: An OpenGL ES Shooter Support for Retina Displays under OpenGL ES The Third Dimension: 3D Games How Are 3D Games Constructed? The Basic Framework The 3D Coordinate System Drawing Simple Shapes Texturing Surfaces Texturing 3D Objects Let There Be Light Creating, Loading, and Integrating 3D Models Additional 3D Models with Texture First-Person Perspective: Setting and Deploying the Camera Spaceflight: A 3D Game Is Born On the Trail of Angry Birds--Physics Engine Box2D Introduction How Do I Integrate Box2D? What Goes Up Must Come Down Sprites under Box2D A Box2D Game: Free the Birds The GLKit Framework--OpenGL ES Made Easy Introduction A First Example GLKitView and Game Loop GLKit and 3D--Using a Camera according to the GLU Model Complete Control: Game Sounds with OpenAL Introduction Encapsulation of the OpenAL API How Is Sound Formed? Creating a Polyphonic Sound Engine Waiting to Be a Millionaire Your Gateway to the World--iTunes Connect Test, Test, Test: But How Does a Game Get into My Device? Release and Distribution Marketing Plans? Bibliography
Synopsis
The book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.
LC Classification Number
QA76.76.C672L75 2014

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