Skip to Content
iPhone Game Development
book

iPhone Game Development

by Paul Zirkle, Joe Hogue
October 2009
Beginner
260 pages
7h 23m
English
O'Reilly Media, Inc.
Content preview from iPhone Game Development

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.

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

Professional XNA™ Programming: Building Games for Xbox 360™ and Windows® with XNA Game Studio 2.0, Second Edition

Professional XNA™ Programming: Building Games for Xbox 360™ and Windows® with XNA Game Studio 2.0, Second Edition

Benjamin Nitschke
Point-Based Graphics

Point-Based Graphics

Markus Gross, Hanspeter Pfister

Publisher Resources

ISBN: 9780596805708Errata Page