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Beskrivning
This practical, step-by-step approach to iPhone game development satisfies the demand for pragmatic explanations of iPhone game making tools and techniques. Written by successful iPhone game developers, this volume covers every aspect of creating iPhone games.
PJ Cabrera is a software engineer with more than 12 years of experience developing information systems in various industries, programming in C, C++, Java, PHP, Python, and Ruby. But his real passion for many years has been hacking gadgets (i.e., turning a Sega Dreamcast into a NetBSD router, or running Android and Debian GNU/Linux on a Palm TX) and making home-brewed games for consoles such as Dreamcast, PlayStation 2, GameBoy Advance, and PSP. He is very excited that he can finally share his creative side on iPhone and XBox 360 with the general public through the App Store and XNA Community Games.
Innehållsförteckning
A Revolutionary Gaming Platform: Games for Everyone, Anytime, Anywhere.- Developing iPhone Games: Peeking Inside the iPhone Toolbox.- Moving Images on a Small Screen—UIKit Controls.- She Shoots, She Hits, She Scores!.- Flipping Out and Sweeping Away with Core Animation.- OpenGL Basics: Wrapping Your Head Around the OpenGL API.- Putting It Together: Making a Game in OpenGL.- The Next Steps: Atlases, Sprites, and Particles— Oh My!.- to Core Audio.- Making Noise with OpenAL.- 3D Audio—Turning Noise into Game Sounds.- Streaming: Thumping, Pulse-Quickening Game Excitement.- Networking for iPhone Games: Introduction.- Going Head to Head.- Party Time.- Connecting with the Outside World.- Putting It All Together: Now Comes the Fun Part.
Ben Smith, Danton Chin, Leon Palm, Dave Smith, Charles Smith, Claus Hoefele, Saul Mora, Arne de Vries, Joost van de Wijgerd, Scott Penberthy, Ben Kazez, Roderick Smith, Stephen Chin
David Mark, Dylan Bruzenak, Joachim Bondo, Owen Goss, Peter Honeder, Ray Kiddy, Steve Finkelstein, Tom Harrington, Jonathan Saggau, Noel Llopis, Ben Smith, Joe Pezzillo, Florian Pflug, Roderick Smith