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Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game Paperback – September 13, 2010

3.8 out of 5 stars 53 customer reviews

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Editorial Reviews

Review

Praise for Learning iOS Game Programming

 

“An excellent introduction into the world of game development explaining every aspect of game design and implementation for the iPad, iPhone, and iPod touch devices. A great way for anyone interested in writing games to get started.”

–Tom Bradley, Software Architect, Designer of TBXML

 

“A great developer and a great game.That’s everything you can find in this book to learn how to write an awesome game for iPhone.Maybe you’re the next AppStore hit!”

–Sebastien Cardoso

 

“With Learning iOS Game Programming, you’ll be writing your own games in no time. The code included is well explained and will save you hours of looking up obscure stuff in the documentation and online forums.”

–Pablo Gomez Basanta, Founder, Shifting Mind

 

“I always thought that to teach others one has to be an expert and a person with an established reputation in the field. Michael Daley proved me wrong. He is teaching others while studying himself. Michael’s passion in teaching and studying, ease of solutions to problems, and a complete game as a resulting project makes this book one of the best I have ever read.”

–Eugene Snyetilov

 

“If you’re interested in 2D game programming with the iOS using OpenGL and OpenAL directly, this book walks you through creating a complete and fun game without getting bogged down in technical details.”

–Scott D.Yelich

 

“Michael Daley brings clarity to the haze of iPhone application development. Concrete examples, thorough explanation, and timesaving tips make this book a must have for the up and coming iPhone game developer.”

–Brandon Middleton, Creator of Tic Tac Toe Ten

 

“This is the A-Z guide to iOS game development; Michael’s book takes you from the basics and terminology to using the techniques in practice on a fully working game. Before you know it, you will find yourself writing your own game, fueled by a firm grasp of the principles and techniques learned within. I could not ask for a better reference in developing our own games.”

–Rod Strougo, Founder Prop Group

From the Back Cover

Get Started Fast with iOS Game Programming Since the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad "Gold Rush" is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they can actually be quite easy, and "Learning iOS Game Programming" is your perfect beginner's guide. Michael Daley walks you through every step as you build a killer 2D game for the iPhone. In "Learning iOS Game Programming", you'll learn how to build a 2D tile map game, "Sir Lamorak's Quest: The Spell of Release" (which is free in the App Store). You can download and play the game you're going to build while you learn about the code and everything behind the scenes. Daley identifies the key characteristics of a successful iPhone game and introduces the technologies, terminology, and tools you will use. Then, he carefully guides you through the whole development process: from planning storylines and game play all the way through testing and tuning. Download the free version of "Sir Lamorak's Quest" from the App Store today, while you learn how to build the game in this book. Coverage includes
  • Planning high-level game design, components, and difficulty levels
  • Using game loops to make sure the right events happen at the right time
  • Rendering images, creating sprite sheets, and building basic animations
  • Using tile maps to build large game worlds from small reusable images
  • Creating fire, explosions, smoke, sparks, and other organic effects
  • Delivering great sound via OpenAL and the iPhone's media player
  • Providing game control via iPhone's touch and accelerometer features
  • Crafting an effective, intuitive game interface
  • Building game objects and entities and making them work properly
  • Detecting collisions and ensuring the right response to them
  • Polishing, testing, debugging, and performance-tuning your game
"Learning iOS Game Programming" focuses on the features, concepts, and techniques you'll use most often--and helps you master them in a real-world context. This book is 100% useful and 100% practical; there's never been an iPhone game development book like it! Praise for "Learning iOS Game Programming" "An excellent introduction into the world of game development explaining every aspect of game design and implementation for the iPad, iPhone, and iPod touch devices. A great way for anyone interested in writing games to get started."-Tom Bradley, Software Architect, Designer of TBXML "A great developer and a great game.That's everything you can find in this book to learn how to write an awesome game for iPhone.Maybe you're the next AppStore hit!"-Sebastien Cardoso "With "Learning iOS Game Programming", you'll be writing your own games in no time. The code included is well explained and will save you hours of looking up obscure stuff in the documentation and online forums."-Pablo Gomez Basanta, Founder, Shifting Mind "I always thought that to teach others one has to be an expert and a person with an established reputation in the field. Michael Daley proved me wrong. He is teaching others while studying himself. Michael's passion in teaching and studying, ease of solutions to problems, and a complete game as a resulting project makes this book one of the best I have ever read."-Eugene Snyetilov "If you're interested in 2D game programming with the iOS using OpenGL and OpenAL directly, this book walks you through creating a complete and fun game without getting bogged down in technical details."-Scott D.Yelich "Michael Daley brings clarity to the haze of iPhone application development. Concrete examples, thorough explanation, and timesaving tips make this book a must have for the up and coming iPhone game developer."-Brandon Middleton, Creator of "Tic Tac Toe Ten" "This is the A-Z guide to iOS game development; Michael's book takes you from the basics and terminology to using the techniques in practice on a fully working game. Before you know it, you will find yourself writing your own game, fueled by a firm grasp of the principles and techniques learned within. I could not ask for a better reference in developing our own games."-Rod Strougo, Founder Prop Group
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Product Details

  • Series: Learning
  • Paperback: 448 pages
  • Publisher: Addison-Wesley Professional; 1 edition (September 13, 2010)
  • Language: English
  • ISBN-10: 0321699424
  • ISBN-13: 978-0321699428
  • Product Dimensions: 6.7 x 1.2 x 9 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (53 customer reviews)
  • Amazon Best Sellers Rank: #1,072,224 in Books (See Top 100 in Books)

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Customer Reviews

Top Customer Reviews

Format: Paperback
Having nearly finished the book I thought it would be a good idea to write a review.

Reading the last review I felt even more compelled to write my own. The last reviewer really hasn't got a clue about what this book is about! He tries to pitch it as a book that covers many different technologies in great detail and fails. There is a note on the first page of chapter 2 that tells that totally contradicts what he says.

Note
It is not intended that this book will teach you how to develop in Objective-C or C or teach you everything you need to know about the other technologies in their own right; there are many excellent books and online resources that cover OpenGL and OpenAL in greater detail. We will however cover these topics in enough detail to allow you to understand why we are using them and how.

Thats what I love about this book! It tells you how to write an entire game from start to finish and doesn't bore you with incredibly complex algorithms or low level code or the ins and outs of every technology.

As for the game engine you write, it's very modular so you can include only the bits you need in your game. I wanted to recreate the JetPack game I played when I was younger. With this book I'm well on the way. It's saved me a huge amount of time trying to learn from other resources on the net.

Their forum and blog is quite active too, I've posted a few questions and they've answered promptly.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
One thing to be very clear about: this book is largely about tile and sprite-based games, a la Legend of Zelda. It includes a fair bit of information about optimization and the like (the messaging overhead involved in the Objective-C runtime can slow you down, so dropping to straight C is not a bad idea sometimes). The instructions are reasonably clear, although the selection of development tools required is rather extensive. This is part of the problem -- with the increased amount of broadband internet access out there, computer book publishers have come to the conclusion that they don't need to include software with the books. A lot of the software in this book is already obsolete and not supported by its original authors, and some of it is Web-only, making them rather poor choices for any kind of professional development.

However, the book does as advertised -- walks you through the steps of creating a basic game, while giving you enough background to understand what's going on along the way. And that, really, is all you need. Just beware that it might not be very useful a year or two from now.
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Format: Kindle Edition Verified Purchase
Poorly edited. Many of the text references to the code use the wrong method names or quote the wrong lines of code altogether. It is absolutely essential to download the source code; there were many occasions where I found it necessary to look at more of the source than was printed in the book to understand what the text was saying. If you are willing to spend the time to sort out these problems, the book is otherwise not bad. The design of the game engine seems solid. The reader definitely needs to have at least a passing acquaintance with Objective C to understand the book. I am revising my previous 2-star review to 3 stars since the book is definitely useful in spite of its flaws. This review is based on the Kindle edition.
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Format: Paperback Verified Purchase
I can't believe some recent reviews don't mention it, but if you are using the most recent version of XCode the OpenGL template is completely different from the one described in the book. If you're new to it, you'll be lost immediately. The solution is to download the source code and start from Chapter 3, after that it should be good. It does make me wonder though whether I've learned an obsolete way of doing things that won't be supported going forward...

All that aside, it's a good book. I learn best by doing, and this book covers all the doing you'll need, including things you need to know but aren't necessarily related to IOS or programming, such as sprite maps, fonts, etc.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
This is a well-organized, well thought out guide to writing game apps for the iPhone. It's a "beginner" 's guide to writing computer games for those who already know Objective-C, C, Xcode and Interface Builder and have programming experience; so it's more for someone who is already writing iPhone apps but hasn't ever done a game before; it's not for true beginners. That said, the author presents a personal and personable introduction to game design. This part could be read by anybody interested in game design, even beginners. It's a good intro to concepts such as lives, health, storyline, etc. Further chapters are:

Terminology, Technology, and Tools
(Xcode and OpenGL)
The Game Loop
Image Rendering
Sprite Sheets
Animation
Bitmap Fonts
Tile Maps
The Particle Emitter
Sound
User Input
The Game Interface
Game Objects and Entities
Collision Detection
Putting It All Together

In addition, there's a free RPG called Sir Lamorak's Quest that you download and play, and as the book progresses, you are analyzing and building this very game.

This is incredibly well done, and you have to give the author credit for going the extra mile to include a game and letting you look under the hood. This is a complete project with a friendly manual.

Personally, I don't have enough programming to actually write the code, but I've still enjoyed the book immensely. As a longtime gamer, I learned a lot about game design. Great job!
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