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Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game Paperback – September 13, 2010
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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!”
“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.”
“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.”
“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
Author interviews, book reviews, editors picks, and more. Read it now
Top customer reviews
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For the beginner; it doesn't give you enough in the way of detailed explanations, everything is fairly high level. The frame work that you produce works for the game in the book, but isn't flexible enough to be used for much more.
For the intermediate, it's pretty much as you'd expect, but doesn't make a great book for reference if that's what you're hoping for.
for the advanced, it's not worth the money as there's nothing advanced in it.
There are better books on this subject specifically focused on opengl, openal or objective C programming.
This book tries to cover game structure, openGl, OpenAl all at once and fails spectacularly on every count. I would save your pennies and look elsewhere.
There's better free material out there and better books on this subject.
The code is in Objective-C. Now I love Objective-C, it's my favorite language, but some consideration should have been given to the idea that an OpenGL based framework would see more reuse on other platforms if it were written in C++ or parts in Objective-C++ and parts in pure C++. Further, the Objective-C in question is not that of a master. I am a fairly competent Objective-C guy, not a guru by any means, but a good journeyman coder and the code here is not up to my standards.
The object model is sloppy: anytime you see a block of code that asks an object if it's a kind of this class or that class or this other class, then you know that the programmer has a problem with polymorphism or the proper use of protocols.
There are many magic numbers spread around the code, and I wonder how hard it will be to move the code here from targeting the iPhone to generating a universal iPad app, because there are just too many hard coded 480 and 320 pixel dimensions. And I question the framework use; for example, I think that touch events are better handled with the newer UIGestureRecognizer class, and I think that Core Data would be a better (and more compact) mechanism for dealing with saving state than the NSCoding style saves used.
The OpenGL parts of the book are its strength, and is probably where the author's expertise shines through. I learned quite a bit about using texture maps to generate the sprite like animations in the book, and the use of general tools for building up level maps and object definitions. I would hazard a guess that the author is a long term OpenGL game programmer and only recently an Objective-C programmer, so the parts of the book related to generic gaming programming are where the value to the reader lie.
I'm glad the author took some time to highlight a strength of iOS development, the Instruments application for locating leaks and other performance issues.
In summary, an OK book for pure game programming technologies, but not something you'd want to use for learning general Objective-C or iOS development.
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.
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.
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.
Most recent customer reviews
The Xcode templates in this book are no longer used in game programming and the...Read more
Solid examples and well explained code.