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OCoLC |
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100412s2010 caua ob 001 0 eng d |
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|a CL0500000063
|b Safari Books Online
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|a A21B1D9B-9800-4BED-8492-426621D3748A
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|n http://www.overdrive.com
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|a QA76.8.I64
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|a 005.265
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|a UAMI
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100 |
1 |
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|a Zirkle, Paul.
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245 |
1 |
0 |
|a IPhone game development /
|c Paul Zirkle and Joe Hogue.
|
250 |
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|a 1st ed.
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260 |
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|a Sebastopol, Calif. :
|b O'Reilly Media,
|c ©2010.
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300 |
|
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|a 1 online resource (xi, 242 pages) :
|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
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347 |
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|a text file
|2 rda
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504 |
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|a Includes bibliographical references (pages 231-232) and index.
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588 |
0 |
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|a Print version record.
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520 |
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|a Provides information on creating 2D and 3D games and applications in Objective-C for the iPhone and the iTouch.
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505 |
0 |
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|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.
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505 |
8 |
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|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 |
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|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.
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505 |
8 |
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|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 |
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|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)
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650 |
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|a COMPUTERS
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|2 bisacsh
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650 |
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650 |
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7 |
|a Mobile games
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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.
|
776 |
0 |
8 |
|i Print version:
|t IPhone game development.
|d Beijing ; Cambridge [Mass.] : O'Reilly, ©2010
|z 9780596159856
|w (OCoLC)422759235
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9780596805708/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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