iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide) 1st Edition
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Paul Zirkle
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Editorial Reviews
About the Author
Paul Zirkle has five years of mobile game programming experience and is currently a Lead Mobile Programmer at Konami Digital Entertainment. He has worked on over 40 titles, including porting, re-writing and full development. Occasionally, Paul is called upon to give lectures on game development at the University of Southern California.
Joe Hogue has five years of mobile game programming experience. He worked with Paul at Konami and currently works for Electronic Arts as a Mobile Programmer. Joe has worked on over 40 titles as well, including porting, re-writes and full development. Joe has written an iPhone game that is currently being submitted to the iTunes AppStore.
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Product details
- Publisher : O'Reilly Media; 1st edition (December 1, 2009)
- Language : English
- Paperback : 260 pages
- ISBN-10 : 0596159854
- ISBN-13 : 978-0596159856
- Item Weight : 11.8 ounces
- Dimensions : 7 x 0.55 x 9.19 inches
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Best Sellers Rank:
#4,503,020 in Books (See Top 100 in Books)
- #1,456 in Design & Graphics Software Books
- #1,625 in Digital Video Production (Books)
- #2,306 in Handheld & Mobile Devices
- Customer Reviews:
Customer reviews
Top reviews from the United States
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Rather then trying to rush these books out to be the first, take more time and get them right.
I'm returning my copy.
I have to admit that I had serious misgivings about purchasing this book after reading the other reviews. One of my friends at work recommended it and I eventually downloaded the Kindle edition on my iPad. I thoroughly enjoyed the first 2 chapters. I've been working on a game design for a few weeks and was glad to see that some of my thoughts/designs were not far off. I allocated an entire day to get the framework described in Chapter 3 up and running. I read the chapter first then took a day off from work and dove in. It took a solid 9 hours to get things up and running. I still have a few glitches but for the most part the framework performs as expected. One thing I'll say - it forced me to learn a lot and dig deep into the code. The result is that I now have a reasonably good understanding of the design and I think I can take it and apply it for my needs. Pounding new knowledge into one's head is generally somewhat painful - but it's not necessarily a bad way to learn.
With that said, it would have been a bit easier if the examples and book code had matched up a bit more but I'm not to keen on complete listings eating up book space - still - getting the framework in chapter 3 to run was a challenge. Now that it's behind me I'll spend a few days documenting the model. I'll clean it up where it needs to be and change those items that will make it more aligned with what I have in mind. Then I'll dive into Chapter 4.
I'd rate the book with 4 stars (I originally thought only 3). As others have said, there are places in the text where the actual code doesn't match with the snippets in the book nor with the downloaded sourceforge examples. Mostly, I relied on other books that I have and the Apple documentation (or the framework H files) when I needed additional help. Working though this was like picking up someone's code at work and trying to figure out the design in preparation for a refactoring effort. Bottom line - it forced me to behave like I do at work when learning a new system.
Ok - About a week later now... I've down loaded the sourceforge code for Chapter 3 and it appears to be working fine. Stepping through with the debugger is well worth the time spent. Still have some issues with it displaying properly on an iPad but I'll figure that out as I get the time (which I've now done). I've started restructuring and documenting the relevant parts of the code that I find useful. The low-level portions with textures/fonts etc. helped get my old C-pointer skills dusted off. It was a painful experience but I believe I've finally got what I need from the text. Feel like I broke a couple of shovels whilst doing the digging.
Another week and a half have passed and I have used the sourceforge code to create a game framework. I've written routines to create random mazes and have added code that uses the accelerometer to let me "walk" an emu chick animation through the maze. Not perfect yet but I'll keep improving the base and documenting what I do.
Lke others who have commented I was initially frustrated when I started but I followed the author's advice and after stepping through the code with the debugger and adding my own documentation it's actually not bad and extremely interesting to see how this is all put together. Of course everyone learns at a different pace and a different way. Someone in a previous post suggested that this was probably not a beginner's book... could be. I have 15+ years of C & C++ experience in my background and I admit that has helped make the transition to Objective-C a bit easier. (I had done nothing with Objective-C until about three months ago.) My advice would be to keep going... There really are some interesting "code-nuggets' inside this framework.
The author jumps around in the first few chapters but pulls it all together nicely once you get half way through reading. This book is really not meant for beginners and you will likely be lost if you dont approach this book with prior object oriented programming, C++ and/or Objective-C experience.
My overall impression on the book is this: The book does lack code examples and expects you to download the code examples from the site, which i actually ended up liking because the book is a much faster read and i can review the code of my computer instead. There appears to be some inconsistencies with the code and the book and you can figure that out if you know what you are doing! If you are looking for a nice 2d engine to use in your own games, this book is a great help and will give you everything you need to start coding 2D games(after some experimenting). I'm very happy with this book and hope the author continues to write more game dev books! Only reason for 4 instead of 5 stars is the few errors/inconsistencies in the code examples from book vs online examples.
Top reviews from other countries
Oh, but no need to put much detail in there. Why not just say stuff like "Sprite-based games need collision detection routines, so you better write some", and don't bother to tell us how.
Running at 230 pages, it's an unbelievably slim volume. Very poor value.
der Begründung der Autoren, dass dadurch das Framework viel schneller auch
auf andere Plattformen portierbar ist.
Ein gewisses Grundwissen in C kann auch dem Objektive-C-Programmierer nicht
schaden, denn viele kleine Helfer-Funktionen und Strukturen können in C
sehr praktisch aufgebaut werden.
Mir persönlich hat auch der Aufbau und Überlegungen der Autoren zur Engine
gefallen. Sie gehen dabei auf Details wie das Erstellen von Animationen ein,
in Grundzügen auf simple AI der "Gegner" oder das Sortieren der Sprite auf
der Z-Achse.
Ich habe schon 4-5 Bücher und eine Menge Tutorials zu diesem Thema gelesen
und jedes war ein Gewinn für mich. Denn jeder Autor bringt andere Überlegungen
und Philosophien mit ein. Dann liegt es beim Leser, aus diesen "Zutaten"
das nach eigenen Ansprüchen Beste oder Sinnvollste herauszusuchen und sich
ein eigenes Framework aufzubauen. Wem dies zu kompliziert oder einfach auch
zu mühsam ist, der sollte einfach ein fertiges Game-Framework einsetzen, z.B.
Cocos2D oder Sparrow (auch 2D).
Die Beispiele sind im Internet herunterladbar und lassen sich nach Auswahl des
aktuellsten iOS-SDK auch zum Laufen bringen.
O tempora, o mores.