Organization of This Book
Chapter 1, Introduction to the iPhone, gets you set up to build interfaces and write code in Objective-C, including logistics such as setting up a developer account with Apple.
Chapter 2, Game Engine Anatomy, introduces the elements of game logic and good design that will let you write a maintainable and enjoyable game application.
Chapter 3, The Framework, shows the code that will wrap your particular game implementation as well as critical classes we wrote to supplement the features provided by the Apple SDK.
Chapter 4, 2D Game Engine, creates a complete four-level game based on the framework in Chapter 3. We start with 2D because both the game tasks and the coding complexity are much easier in 2D than in 3D. Basic movement, visual and audio effects, movement through game levels, and other elements of game programming are covered.
Chapter 5, 3D Games, explains the more sophisticated tasks required to write a 3D game. Although the chapter uses the OpenGL library, its goal is not to explain 3D basics or OpenGL, but to give you the unique skills required to use them in game programming.
Chapter 6, Considerations for Game Design, wraps up the book with some large-scale considerations for advanced developers, and pointers to more resources, including useful libraries and middleware.
Appendix A, points to useful sources of information, libraries, and products.
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