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Index
iPhone Game Development
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
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
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
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
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
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
6. Considerations for Game Design
Resource Management
User Input Design
Networking
Third-Party Code
Libraries
Middleware
Open Source Games
App Store
Conclusion
A. References
Code Reference
Physics Libraries
Middleware
Open Source Games
Index
Colophon
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