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iPhone 3D Programming
book

iPhone 3D Programming

by Philip Rideout
May 2010
Intermediate to advanced content levelIntermediate to advanced
438 pages
11h 28m
English
O'Reilly Media, Inc.
Content preview from iPhone 3D Programming

Preface

How to Read This Book

“It makes programming fun again!” is a cliché among geeks; all too often it’s used to extol the virtues of some newfangled programming language or platform. But I honestly think there’s no better aphorism to describe iPhone graphics programming. Whether you’re a professional or a hobbyist, I hope this book can play a small role in helping you rediscover the joy of programming.

This book is not an OpenGL manual, but it does teach many basic OpenGL concepts as a means to an end, namely, 3D graphics programming on the iPhone and iPod touch. Much of the book is written in a tutorial style, and I encourage you to download the sample code and play with it. Readers don’t need a graphics background, nor do they need any experience with the iPhone SDK. A sound understanding of C++ is required; fluency in Objective-C is useful but not necessary. A smidgen of Python is used in Chapter 7, but don’t let it scare you off.

I tried to avoid making this book math-heavy, but, as with any 3D graphics book, you at least need a fearless attitude toward basic linear algebra. I’ll hold your hand and jog your memory along the way.

If you’re already familiar with 3D graphics but haven’t done much with the iPhone, you can still learn a thing or two from this book. There are certain sections that you can probably skip over. Much of Chapter 2 is an overview of general 3D graphics concepts; I won’t be offended if you just skim through it. Conversely, if you have iPhone experience but ...

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Publisher Resources

ISBN: 9781449388133Supplemental ContentErrata Page