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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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