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00000cam a2200000 i 4500 |
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EBSCO_ocn930868310 |
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OCoLC |
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20231017213018.0 |
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m o d |
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151203s2015 enka o 001 0 eng d |
040 |
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|a UMI
|b eng
|e rda
|e pn
|c UMI
|d OCLCF
|d N$T
|d IDEBK
|d YDXCP
|d EBLCP
|d COO
|d DEBSZ
|d DEBBG
|d IDB
|d OCLCQ
|d MERUC
|d OCLCQ
|d VT2
|d OCLCO
|d CEF
|d OCLCQ
|d OCLCO
|d UAB
|d SFB
|d UK7LJ
|d OCLCO
|d OCL
|d OCLCQ
|d OCLCA
|d OCL
|d OCLCA
|d OCLCO
|d OCLCA
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019 |
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|a 928991683
|a 944437090
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|a 9781784399115
|q (electronic bk.)
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|a 1784399116
|q (electronic bk.)
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|a 1784391433
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|a 9781784391430
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|z 9781784391430
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|a AU@
|b 000062335092
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1 |
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|a CHNEW
|b 000893869
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|a CHVBK
|b 374530262
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1 |
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|a DEBBG
|b BV043968094
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1 |
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|a DEBSZ
|b 461173239
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1 |
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|a DEBSZ
|b 485785811
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1 |
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|a GBVCP
|b 882746979
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|a (OCoLC)930868310
|z (OCoLC)928991683
|z (OCoLC)944437090
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037 |
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|a CL0500000679
|b Safari Books Online
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050 |
|
4 |
|a QA76.774.I67
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072 |
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7 |
|a COM
|x 013000
|2 bisacsh
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072 |
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7 |
|a COM
|x 014000
|2 bisacsh
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072 |
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|a COM
|x 018000
|2 bisacsh
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072 |
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7 |
|a COM
|x 067000
|2 bisacsh
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072 |
|
7 |
|a COM
|x 032000
|2 bisacsh
|
072 |
|
7 |
|a COM
|x 037000
|2 bisacsh
|
072 |
|
7 |
|a COM
|x 052000
|2 bisacsh
|
082 |
0 |
4 |
|a 004.167
|2 23
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049 |
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|a UAMI
|
100 |
1 |
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|a Gaffney, Chuck,
|e author.
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245 |
1 |
0 |
|a IOS 9 game development essentials :
|b design, build, and publish an iOS game from scratch using the stunning features of iOS 9 /
|c Chuck Gaffney.
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246 |
3 |
0 |
|a Design, build, and publish an iOS game from scratch using the stunning features of iOS 9
|
264 |
|
1 |
|a Birmingham :
|b Packt Publishing,
|c 2015.
|
300 |
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|a 1 online resource :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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490 |
1 |
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|a Community experience distilled
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588 |
0 |
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|a Online resource; title from PDF title page (EBSCO, viewed March 17, 2016).
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500 |
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|a Includes index.
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505 |
8 |
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|a String indicesCommenting in Swift; Boolean; Ints, UInts, floats, and doubles; Integers and unsigned integers; Floats and doubles; Objects in Swift; Type safety and type inference; Optionals; Unwrapping optionals; Optional binding and chaining; Control flow in Swift; If statements; For loops; Do-while loops; Switch statements; Functions and classes; Functions; Tuples; Classes; Summary; Chapter 2: Structuring and Planning a Game Using iOS 9 Storyboards and Segues; Model-View-Controller; An iOS app's lifecycle; The main() function; The UIApplication class/object; The AppDelegate class
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505 |
8 |
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|a View controllersView controller types; Storyboards and segues; Segues; Storyboards versus coding; Summary; Chapter 3: SpriteKit and 2D Game Design; A brief history of iOS game development engines; The game loop; Tile game -- SwiftSweeper; What is SwiftSweeper?; Creating our SpriteKit game; An overview of the SpriteKit structure and objects; Scene transitions and the choice of code, storyboards, and/or SKS files; An SKTransition example; A SKScene/storyboard example; SKScene transitions with SKS files; Assets, sprites, and icons; Sprite atlases and animating sprites; Creating our game logic
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505 |
8 |
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|a GameBoardPutting it all together in GameScene.swift; DemoBots; Summary; Chapter 4: SceneKit and 3D Game Design; SceneKit basics and working with nodes; SpriteKit / SceneKit interactivity; The issue with inheritance-based structuring and game design; Our first SceneKit scene -- the Xcode template; SceneKit project flow and structure; SceneKit Debugging Options; Handling user input in SceneKit; SceneKit features introduced in iOS 9 / Xcode 7; Audio nodes and 3D sound; Ambience and music; SpriteKit scene transitions in SceneKit; Fox demo; Particle systems; Placing particles into our pioscene
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505 |
8 |
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|a SpriteKitSceneKit; Introducing SceneKit and SpriteKit physics; Visually composed game scenescgs; Summary; Chapter 5: GameplayKit; Entities and components; Using GKEntity and GKComponent objects in our games; State machines; Agents, goals, and behaviors; Pathfinding; MinMaxAI; Random sources; Rule systems; Summary; Chapter 6: Exhibit the Metal in Your Game; The Apple Metal API and the graphics pipeline; CPU/GPU framework levels; Graphics pipeline overview; What are shaders?; Types of shaders; Why is Metal faster than OpenGL ES?; The basic Metal object/code structure; Summary
|
590 |
|
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
|
630 |
0 |
0 |
|a iOS (Electronic resource)
|
630 |
0 |
7 |
|a iOS (Electronic resource)
|2 fast
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a iPhone (Smartphone)
|x Mobile apps.
|
650 |
|
0 |
|a Video games
|x Design.
|
650 |
|
0 |
|a Mobile computing.
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
6 |
|a Informatique mobile.
|
650 |
|
7 |
|a COMPUTERS
|x Computer Literacy.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Computer Science.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Data Processing.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Hardware
|x General.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Information Technology.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Machine Theory.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Reference.
|2 bisacsh
|
650 |
|
7 |
|a Computer games
|x Design
|2 fast
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a iPhone (Smartphone)
|2 fast
|
650 |
|
7 |
|a Mobile computing
|2 fast
|
655 |
|
7 |
|a Mobile apps
|2 fast
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1092627
|z Texto completo
|
938 |
|
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|a EBL - Ebook Library
|b EBLB
|n EBL4191181
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 1092627
|
938 |
|
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis33150830
|
938 |
|
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|a YBP Library Services
|b YANK
|n 12727787
|
994 |
|
|
|a 92
|b IZTAP
|