Pre-ordered this because I liked other iphone titles in this series. This is not a guide or examples. It's like a series of magazine interviews with different game developers and no acutal code.
iPhone Games Projects
β Scribed by PJ Cabrera
- Tongue
- English
- Leaves
- 282
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Table of Contents
Prelims
......Page 1
Contents at a Glance......Page 7
Contents......Page 9
Simplify the User Interface for Complex Games: Chess, the Deep Green Way......Page 27
Once Upon a Time . . .......Page 28
How Simplicity Was Achieved......Page 31
Distilling the Essence......Page 32
Pushing the Pixels......Page 33
Letting the User Focus......Page 34
Drilling Down......Page 36
Less Is More......Page 37
Empowering the User......Page 39
Making the User Smile......Page 40
Summary......Page 41
Responsive Social Gaming with RESTful Web Services......Page 45
Social Networking Games and the iPhone......Page 46
Creating the High-Scores Rails App......Page 48
Using RESTful XML Web Services......Page 51
Displaying High Scores on the iPhone......Page 53
Creating the User Interface......Page 54
Connecting to Web Services......Page 60
Parsing XML......Page 66
Displaying the High Scores in the Table View......Page 70
Submitting High Scores to the Web Service......Page 73
Submitting User Achievements......Page 76
Using ObjectiveResource......Page 77
Summary......Page 81
Rapid Game Development Using (Mostly) Standard C......Page 85
Getting Started......Page 88
Creating the Project......Page 90
How to Save......Page 98
How to Save the Easy Way......Page 99
The Render Loop and Basic Organization......Page 105
Game Logic Overview......Page 107
Drawing and Handling the Game......Page 108
Enhancing the Game......Page 121
Summary......Page 122
Brian Greenstoneβs Jedi Master List for Game Optimization......Page 125
Memory Matters......Page 126
Straight C Is Best......Page 127
Compiler Optimizations......Page 129
The Thumb Instruction Set......Page 130
Optimizing Function Calls......Page 132
Streaming Music Playback......Page 133
Sound Effects with OpenAL......Page 135
Construct an Efficient OpenGL Draw Context......Page 136
Avoid State Changes......Page 138
Reducing Texture Sizes......Page 140
Using Compressed Textures......Page 141
Geometry Data Reduction......Page 142
Limit the Quantity of Draw Calls......Page 144
Using Instruments......Page 145
Using Shark......Page 147
Summary......Page 151
Starting with a Game Design Document: A Methodology for Success......Page 155
The Game Vision......Page 156
Game Summary......Page 157
Game System/Engine......Page 158
Game Play: Controls and User Interface......Page 160
Level Map......Page 161
Aesthetic Design......Page 162
Sound Effects......Page 163
Tips for Creating Realistic Artificial Intelligence......Page 164
Challenges of Designing for the iPhone......Page 165
Solitaire Top 3......Page 168
Backgammon......Page 169
Pool......Page 170
Kaleidoscope......Page 171
Shake Nβ Break......Page 172
Bikini Hunt......Page 173
YoYo......Page 174
Apache Lander......Page 175
Summary......Page 176
Multiplatform Game Development: iPhone Games for Linux and Windows......Page 179
The Development of Smiles: A Collection of Puzzle Games......Page 180
Why Write Portable Code?......Page 184
Why Not Write Portable Code?......Page 185
The Classic Game Loop......Page 186
A Practical Game Loop......Page 187
Work and Draw Frame Code......Page 189
Tracking Touches......Page 191
Simulating Touch and Release Events in a Game Loop......Page 194
Frame Skipping......Page 196
Creating a Unix System Time Library......Page 197
Using the UnixTime Library for Frame Skipping......Page 201
Tilt and Touch Physics Sample......Page 203
The Game Code for the Physics Simulation Sample......Page 204
Further Portability Considerations......Page 210
Summary......Page 212
Code Optimization with Mike Lee, the βWorldβs Toughest Programmerβ......Page 215
Iteration 1: Particle Effects......Page 216
The Big Picture......Page 218
Iteration 2: Smoke and Mirrors......Page 219
Build Efficiency......Page 221
Code Efficiency......Page 223
Algorithmic Efficiency......Page 225
Iteration 3: Shark Attack Time......Page 226
Level-Headed Performance......Page 228
Iteration 4: Increasingly Clever Optimizations......Page 230
Application-Specific Optimization......Page 231
Summary......Page 235
Networked Games: Choosing the Right Option......Page 239
Multiplayer Networking Options......Page 241
Communication Is Key......Page 242
Say βBonjourβ to Local Network Gaming......Page 248
Drawing to Screen......Page 259
Tic-Tac-Toe, an Example......Page 261
Summary......Page 273
Index......Page 275
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Pre-ordered this because I liked other iphone titles in this series. This is not a guide or examples. It's like a series of magazine interviews with different game developers and no acutal code.
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