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Learn iPhone and iPad cocos2d Game Development
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Learn iPhone and iPad cocos2d Game Development

Learn iPhone and iPad cocos2d Game Development

Steffen Itterheim

416 pages, parution le 17/12/2010

Résumé

Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you'll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others.

The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common recurring cocos2d beginner questions. As you move along, you'll learn about possible stumbling blocks and how to navigate them successfully. As you move from beginning to advanced, you'll encounter general game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading.

It is assumed that the reader has previous programming knowledge but not necessarily with Objective-C. Related topics such as Xcode, Objective-C, the iPhone SDK, and OpenGL are only discussed where absolutely necessary.

What you'll learn

  • Familiarity with the core cocos2d game engine API and the Box2d physics engine
  • Understanding of the process and best practices of game development, in the context of cocos2d and its related tools
  • Enthusiasm and excitement to create your own games paired with a realization that you are able to create games which can compete on the App Store
  • Where to go from here: further information and alternative implementations

Who this book is for

The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment.

L'auteur - Steffen Itterheim

Steffen Itterheim is a professional game and tool developer. He has worked for Electronic Arts Phenomic for the past seven years. Be it scripting, programming, or foreign languages, he's done it all. He has extensive experience with game localization including non-western languages and locales, and he also knows the Lua scripting language inside and out. He learned English by watching too much American television. Steffen currently lives in Ingelheim, Germany.

Sommaire

  • Introduction
  • Getting Started
  • Essentials
  • Your First Game
  • Game Building Blocks
  • Sprites In-Depth
  • Scrolling with Joy
  • Shoot 'em Up
  • Particle Effects
  • Working with Tilemaps
  • Isometric Tilemaps
  • Physics Engines
  • Pinball Game
  • Game Center
  • Out of the Ordinary
Voir tout
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Caractéristiques techniques

  PAPIER
Éditeur(s) Apress
Auteur(s) Steffen Itterheim
Parution 17/12/2010
Nb. de pages 416
Format 19 x 23
Couverture Broché
Poids 612g
Intérieur Noir et Blanc
EAN13 9781430233039
ISBN13 978-1-4302-3303-9

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