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IPhone game development /

Provides information on creating 2D and 3D games and applications in Objective-C for the iPhone and the iTouch.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Zirkle, Paul
Otros Autores: Hogue, Joe
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Sebastopol, Calif. : O'Reilly Media, ©2010.
Edición:1st ed.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Zirkle, Paul. 
245 1 0 |a IPhone game development /  |c Paul Zirkle and Joe Hogue. 
250 |a 1st ed. 
260 |a Sebastopol, Calif. :  |b O'Reilly Media,  |c ©2010. 
300 |a 1 online resource (xi, 242 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
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504 |a Includes bibliographical references (pages 231-232) and index. 
588 0 |a Print version record. 
520 |a Provides information on creating 2D and 3D games and applications in Objective-C for the iPhone and the iTouch. 
505 0 |a Table of Contents; 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; 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. 
505 8 |a Installing the profileXcode Configuration; Objective-C Primer; Classes; Instantiation; Messaging; Member Variables; Memory Management; Constructors and Destructors; Interface Builder Integration; Mixed C++ and Objective-C; Conclusion; Chapter 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. 
505 8 |a Texture filesResource 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; Chapter 3. The Framework. 
505 8 |a Game State ManagementImplementation; 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; Chapter 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. 
505 8 |a TileWorld ClassLoading; 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. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a iPhone (Smartphone) 
650 0 |a Mobile games  |x Design. 
650 0 |a Objective-C (Computer program language) 
650 6 |a iPhone (Téléphone intelligent) 
650 6 |a Objective-C (Langage de programmation) 
650 7 |a COMPUTERS  |x Programming  |x Apple Programming.  |2 bisacsh 
650 7 |a iPhone (Smartphone)  |2 blmlsh 
650 7 |a Mobile games  |x Design.  |2 blmlsh 
650 7 |a Objective-C (Computer program language)  |2 blmlsh 
650 7 |a iPhone (Smartphone)  |2 fast  |0 (OCoLC)fst01743856 
650 7 |a Objective-C (Computer program language)  |2 fast  |0 (OCoLC)fst01747074 
650 7 |a iPhone (Smartphone)  |x Computer software.  |2 sears 
650 7 |a Computer software  |x Design.  |2 sears 
700 1 |a Hogue, Joe. 
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