Includes guidelines on the basics of game development, the fundamentals of iPhone programming, special graphics and audio needs for games, tips on handling in-game physics, and strategies for AppStore publication. This work provides plug-in classes to compensate for the iPhone's lack of support for certain areas of game programming.
If you want to create games for the iPhone, you'll find this book packed with guidelines on the basics of game development, the fundamentals of iPhone programming, special graphics and audio needs for games, tips on handling in-game physics, strategies for AppStore publication, and much more. iPhone Game Development details the process with lots of examples, and provides plug-in classes to compensate for the iPhone's lack of support for certain areas of game programming.nnThroughout the book, the authors stress the importance of good performance and response time, and include numerous tips and alternative suggestions for maximizing performance in different types of games.nnTopics include:nn Basics of Objective-C and iPhone programming with XCoden How to create a robust, scalable framework for a gamen Considerations for adapting the iPhone interface to gamesn 2D and 3D graphicsn Animation and integrating with a physics enginen Music and audio effectsn Menus and controlsn Publishing to the AppStore
InhaltsverzeichnisnChapter 1 Introduction to the iPhonenApple Developer Account and Downloading the SDKnLoading DevicesnObjective-C PrimernConclusionnChapter 2 Game Engine AnatomynApplication FrameworknGame State ManagernGraphics EnginenConclusionnChapter 3 The FrameworknGame State Management The App DelegatenEvent HandlingnThe Resource ManagernThe Render EnginenThe Sound EnginenThe Data StorenThe Skeleton ApplicationnConclusionnChapter 4 2D Game EnginenGame DesignnTile EnginenAnimationnPhysicsnLevel 1 ImplementationnLevel 2 ImplementationnLevel 3 ImplementationnLevel 4 ImplementationnGame State SerializationnConclusionnChapter 5 3D GamesnGLESGameState3D Classn3D Game DesignnImplementationnConclusionnChapter 6 Considerations for Game DesignnResource ManagementnUser Input DesignnNetworkingnThird-Party CodenApp StorenConclusionnAppendix ReferencesnCode ReferencenPhysics LibrariesnMiddlewarenOpen Source GamesnColophon
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.nnPaul 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.
Über den Autor
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.
Inhaltsverzeichnis
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;
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;