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iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems 2nd Edition

4 out of 5 stars 4 customer reviews
ISBN-13: 978-1491920800
ISBN-10: 1491920807
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Product Details

  • Paperback: 406 pages
  • Publisher: O'Reilly Media; 2 edition (May 31, 2015)
  • Language: English
  • ISBN-10: 1491920807
  • ISBN-13: 978-1491920800
  • Product Dimensions: 7 x 0.9 x 9.2 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #366,973 in Books (See Top 100 in Books)

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Customer Reviews

Top Customer Reviews

Format: Kindle Edition Verified Purchase
When I saw the book description I was very excited to see the table of contents and the first few sections. I pre-ordered the hardcopy, and unable to wait, I ordered the Kindle version.

I immediately jumped to the chapters on 3D graphics, and in the first paragraph saw that all the code in the three 3D chapters was in Objective-C, because Apples 3D code "doesn't play nice with Swift". Now I have written some code to do 3D programming in Swift, and it the areas that I have explored, Swift works fine for 3D, so I cannot take at face value that EVERY SINGLE 3D graphics example in a book called "iOS SWIFT Game Development Cookbook" would be have to be in Objective-C. I actually interpret that as meaning "we were too lazy to convert our objective-C code to Swift".

I cancelled my hardcopy order of the book, but am still out $42.99 for an E-book.

Yes, $42.99 for a SWIFT e-book where the three most relevant chapters were written in OBJECTIVE-C.

I gave it two stars since there is a promising-looking section on shaders and materials (alas, written in Objective-C). I will look through the other sections, but in those I'm not sure there is much (besides 3D graphics) not better covered by "iOS 8 Swift Programming Cookbook" by Vandal Nahavandipoor --which is GREAT reference.

Added: I went back and saw that there was a fourth chapter covering SceneKit that was in Swift, but nothing seemed to be covered that isn't in X-Code's Swift game template with the spinning jet. If you look at that code you will see everything covered in the fourth 3D chapter.
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Format: Kindle Edition Verified Purchase
Great book! Missing a few examples on Scene Kit that seem basic but no book can be complete on such a wide range of topics.
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Format: Kindle Edition
Excellent game development companion. Have really enjoyed flicking through this book and using its code examples.
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Format: Kindle Edition
This is an amazing book and I don't say that very often. I purchased this on the strength of other books I have read by the same authors and I have not been at all disappointed. It covers a collosal range of useful recipes for game development and has everything I've needed so far when trying to build my game.

I am finding the following seconds particularly excellent

Chapter 1 has helped me understand how to lay out my game and the basic bits and pieces I need to make a game go (timers, and multi-threading mostly)

Chapter 6 covers 2D graphics using sprite Kit in some depth

Chapter 7 has some of the best writing on physics for games I've read. Very accesible and easy to follow. And I've purchased a lot of books over the years.

Chapter 11 is an excellent series of recipes on 3D graphics using scene Kit.

I recommend this book highly to anyone who wants something to keep on their desk or desktop that they can refer to when they have questions as they attempt to build their game.
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