1st Edition

iOS Game Development Developing Games for iPad, iPhone, and iPod Touch

By Thomas Lucka Copyright 2014
    394 Pages 107 Color Illustrations
    by A K Peters/CRC Press

    394 Pages
    by A K Peters/CRC Press

    The book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.

    Introduction—Let There Be…Games!
    Why Program Games for the iPhone?
    Welcome to the World of Apple—the iPhone Phenomenon
    The iPhone Family—Specifications
    All Beginnings Are Easy

    The Basics—How Does It All Work?
    The Source of Power—The iOS Dev Center
    Downloading and Installing Xcode and the iOS SDK
    Using Xcode Templates
    Hello World with Console Output
    Hello World with Text in a View Instance
    Who’s Afraid of Objective-C? A 15-Minute Crash Course
    The Life Cycle of an App
    Broad Support: Universal Apps
    Support for Retina Displays

    Game Development from 0 to 60 in No Time Flat
    How Do Games Work?
    The 2D Coordinate System
    Setting Up an Example Project
    Integrating, Loading, and Displaying Images
    The Game Loop and Frames—Bringing Pictures to Life
    Clipping and Animation
    Collision Control, Please!
    User Input
    All Together Now: GameManager and Sprite Management
    Zappp, Brzzz, Booom, Pennng! Background Music and Sound Effects
    Storing Data

    Making Connections: Multiplayer Games with Game Kit and Game Center
    Introduction
    Setting Up iTunes Connect
    The Road to the Game Center Test App
    Multiplayer Games

    OpenGL ES: Turbocharged!
    Why OpenGL ES?
    What Is OpenGL ES, and How Is It Constructed?
    OpenGL ES: Basic Questions
    Properly Integrating OpenGL ES
    The OpenGL Coordinate System
    Simple Drawing Operations
    Digression: Math Plotter
    And Pictures? What Is All the Talk about Textures?
    Onward to the Matrix: The Transformation Functions
    Animations with Texture Clipping
    The Final Frontier: Scrolling and Parallax Scrolling
    Going Out with a Bang: An OpenGL ES Shooter
    Support for Retina Displays under OpenGL ES

    The Third Dimension: 3D Games
    How Are 3D Games Constructed?
    The Basic Framework
    The 3D Coordinate System
    Drawing Simple Shapes
    Texturing Surfaces
    Texturing 3D Objects
    Let There Be Light
    Creating, Loading, and Integrating 3D Models
    Additional 3D Models with Texture
    First-Person Perspective: Setting and Deploying the Camera
    Spaceflight: A 3D Game Is Born

    On the Trail of Angry Birds—Physics Engine Box2D
    Introduction
    How Do I Integrate Box2D?
    What Goes Up Must Come Down
    Sprites under Box2D
    A Box2D Game: Free the Birds

    The GLKit Framework—OpenGL ES Made Easy
    Introduction
    A First Example
    GLKitView and Game Loop
    GLKit and 3D—Using a Camera according to the GLU Model

    Complete Control: Game Sounds with OpenAL
    Introduction
    Encapsulation of the OpenAL API
    How Is Sound Formed?
    Creating a Polyphonic Sound Engine

    Waiting to Be a Millionaire
    Your Gateway to the World—iTunes Connect
    Test, Test, Test: But How Does a Game Get into My Device?
    Release and Distribution
    Marketing Plans?

    Bibliography

    Biography

    Lucka, Thomas