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iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game.
You’ve probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling, the second edition of Apress’s highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style.
While games are all about fun, at the same time, they’re serious business. With this book, you’re going to roll up your sleeves and get your hands dirty with some hardcore coding. While you may have written games before, this book will take you further, immersing you in the following topics:
Game graphics and animation with UIKit, Quartz, Core Animation, and OpenGL ES
Game audio with OpenAL, MediaPlayer Framework, AV Foundation, and AudioSession
Game networking with GameKit, Bonjour, and Internet sharing
You’ll learn:
Efficient methods for drawing in 2D and 3D to the iPhone screen
Game-specific animation techniques with Core Animation
To use OpenGL ES for more complex and realistic gaming backgrounds and action
Numerous ways to add music to enhance the gaming experience
How to give your users access to their iPhone libraries from within games
The tools and techniques of 3D audio for creating even more realistic gaming experiences
How to do networking right, including two-player games over Bluetooth and multiplayer games over Wi-Fi
Who is this book for?
All game developers who desire to create iPhone and/or iPod touch games
Check out Space Rocks!, one of the project examples from Beginning iPhone Games Development:
Beginning iPhone Games Development is on Facebook!
Price for Kindle version higher than paperback!?August 27, 2010 Fernando Portela(Miami, FL USA) I was thinking to buy the kindle version of this book but then I saw that it is priced much higher than the paperback edition. How is that? If anything it should be cheaper not more expensive.
Mostly OkayAugust 12, 2010 John D. Love-jensen(Chanhassen, MN United States) The authors of the book has neglected one vital area: actually working through the projects in each chapter to make sure that they work. Then having someone else work through the evolving projects to verify they actually work.
So expect a level of frustration.
One may consider such an egregious oversight to warrant rating this book a 1 star, instead of a 4 star. But the exercise of trying to figure out what went wrong, and why, is itself quite valuable to the learning process.
In its domain of beginning game design for the iPhone, this book is currently the best one out there.
Prerequisites:
+ some basic knowledge of Objective-C and Cocoa (or CocoaTouch)
+ a Macintosh capable of running Xcode
+ Xcode
Optional:
+ registered iPhone developer with Apple
+ an iPhone, iPod touch, or iPad
If you know a different programming language and other frameworks, and are not afraid of jumping in, that will likely be adequate. If you do not know how to program at all, this book assumes a level of programming familiarity. There are several introductory books on Objective-C and Cocoa to bring someone up to speed.
Great for novice game developersAugust 8, 2010 Dave Wooldridge(California, USA) Developing productivity apps is my comfort zone, but occasionally, I tinker with the idea of creating a game. But game programming requires quite a different set of skills. If you're an iOS developer interested in making games, this book is a great place to start! This massive 700+ page guide touches upon all the key ingredients you'd want to learn to produce game logic, animation (Quartz 2D, Core Animation, OpenGL ES), music and sounds (Core Audio, AudioAL, AVFoundation), and networking (Bonjour, GameKit). As a fellow Apress author, I'm admittedly biased toward Apress books, but I only recommend the ones that I truly love. I personally learned a lot from this book and feel it's a very worthy read for any beginning iOS game developer.
Good introduction book to game developmentAugust 5, 2010 This hefty book does a good job at introducing game development on the iPhone.
Though the title does have the word "beginning" in it, some of the topics could
be a little advanced for someone who is truly a beginner programmer.
There are really three main sections in the book (i.e., graphics, audio, and
networking) where several chapters are dedicated for each section. No single book
can provide all the information to satisfy every reader, but this book covers a broad
list of topics that gives an understanding of what is involved in making a game.
An avid learner is resourceful enough (and expected) to seek information from
sources/references (e.g., other books, websites, forums, on-line help, etc.) outside
the book to help fill in the gaps that may be missing or unclear.
I agree with the other reviews about the uneven tone, the lack of depth in
explaining the "why" of some topics, and the errors encountered in the book (there
is an errata page for the book on the web, though), but no book is perfect.
If you wanted to learn how a game can be developed, this book certainly will
show you how. Taking it beyond what is covered in the book is up to the reader.
Really great introduction to games developmentJuly 30, 2010 EX600 At just over 700 pages, BIGD takes you various aspects of games development, such as animation, sprites, sounds, streaming data and connected gaming. The first few chapters give you a very short introduction to Cocoa Touch, Objective-C and memory management. If you're new to all this, you *will* need separate books on these subjects.
In chapter 3 you will be playing with NSTimer and CADisplayLink to animate objects, learning the differences between the two.
Chapter 4 introduces you to the wonderful world of Quartz, where you will be creating sprites for an Asteroids-like game.
Chapter 5 introduces Core Animation. You'll learn how to animate UIViews with simple movements, animation curves, reverse/repeat, transforms, transitions and animating layers. The good thing about this chapter is you'll be able to reuse some of this stuff in non-game apps, on UIViews that represent data. Nothing wrong with giving your data apps a touch of Core Animation sexyness.
Chapter 6 introduces the basics of OpenGL. You'll learn about subjects such as objects, camera, lens and camera position and the link with model matrices, viewport and the projection matrix. OpenGL is continued in chapters 7 and 8 where you will continue work on your Asteroids game: drawing your ship, the rocks and how to implement collision detection. It sounds complicated (and it is: entire books have been written on the subject of OpenGL) but you get good source code to learn from.
You step away from the graphical stuff and enter the wonderful world of audio in chapters 9, 10, 11 and 12.
Chapter 13 introduces network play and explains the different ways of connecting: tcp/ip, Bonjour, Sockets, BSD Sockets API, CFNetwork, NSNetServices and GameKit. Most of this chapter is available in other Apress iPhone books as well. In the following chapters all these networking concepts are explained in detail showing you how to build simple head-to-head games, multiplayer games, and internet connected games while also explaining dangers such as lag.
Chapters overview:
1: A revolutionary gaming platform: games for everyone, anytime, anywhere
2: Developing iPhone games: peeking inside the iPhone toolbox
3: Moving images on a small screen - UIKit controls
4: She shoots, she hits, she scores!
5: Flipping out and sweeping away with Core Animation
6: OpenGL basics: wrapping your head around the OpenGL API
7: Putting it together: making a game in OpenGL
8: The next steps: atlases, sprites and particles - oh my!
9: Introduction to Core Audio
10: Making noise with OpenAL
11: 3D Audio - turning noise into game sounds
12: Streaming, thumping, pulse-quickening game excitement
13: Networking for iPhone games: introduction
14: Going head to head
15: Party time
16: Connecting with the outside world
17: Putting it all together: now comes the fun part
If you are new to Cocoa Touch and if you are hoping that this book will let you write your first game, then this book is not for you.
If you have experience with Cocoa and have at least heard of some topics like OpenGL and Core Animation then you will enjoy this book a lot. It is not *the* bible on game development but no book is. You could build a nice library with dedicated Quartz and OpenGL books alone. What it *does* do is give you a very-well explained introduction on all these topics, kindle your intrest to hopefully make you learn more.
No book on games development has held my interest for so long.
It also teaches the data developers a few cool tricks to improve their apps.
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