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iPhone and iPad Game Development For Dummies - Neal Goldstein, Jon Manning, Paris Buttfield-Addison

iPhone and iPad Game Development For Dummies

Buch | Softcover
508 Seiten
2010
John Wiley & Sons Ltd (Verlag)
978-0-470-59910-5 (ISBN)
CHF 40,85 inkl. MwSt
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Here's the scoop on building and marketing great games for the iPhone and iPad! The iPhone and iPad are the hottest techno-gadgets on the market today, and games for it are even hotter. To help you cash in on the trend, this book shows what it takes to create a good iPhone and iPad game and how to get it into the App Store. Neal Goldstein, leader of an iPhone app startup company, and his co-authors show you how to build a game that will sell, include quality graphics, market your game through the App Store, and more. Whether you're a programming novice or an experienced developer looking to enter the game market, here's how to get going. * Games for the iPhone are among the hottest apps in Apple's App Store * Learn to build two game applications from beginning to end * Written by successful mobile app developers, this guide begins with how to get started, including downloading the SDK and filling your toolbox * Covers programming with Objective-C and Cocoa, what makes a good game, graphics, and creating good mobile apps * Explains how to market your game through the App Store iPhone and iPad Game Development For Dummies can start you on a fun hobby or a lucrative career.
Note: Apple's iOS SDK tools are only accessible on Intel-powered Mac and MacBook devices.

Neal Goldstein has a rock-star reputation among iPhone developers. He wrote iPhone Application Development For Dummies and frequently speaks at conferences. Jon Manning and Paris Buttfield-Addison are the founders of Secret Lab, a game design company that builds fun things for iPhone and iPad when the principals aren't playing games for research.

Introduction. Part I: Getting Started. Chapter 1: Building Great iOS Games. Chapter 2: Becoming an iPhone Developer. Chapter 3: Your First Date with the SDK. Part II: Traffic, The Game. Chapter 4: How iOS Games Work. Chapter 5: Building the User Interface. Chapter 6: Making Objects Appear and Move. Chapter 7: The Life Cycle of an iOS Game. Chapter 8: Creating the Game Architecture. Chapter 9: Creating the Game Controller. Chapter 10: Using the Debugger. Chapter 11: Keeping Score in Your Game. Chapter 12: Storing User Preferences. Chapter 13: Death, Taxes, and iOS Provisioning. Chapter 14: Giving Your Game Music and Sound. Part III: The Social Aspects. Chapter 15: Building Multiplayer Games with Game Kit. Chapter 16: Game, Meet Facebook. Chapter 17: External Displays. Chapter 18: iAd. Part IV: The iPad. Chapter 19: The World of the iPad. Chapter 20: Adding Multiple Lanes for the iPad. Chapter 21: Using Gesture Recognizers. Chapter 22: Setting Up OpenGL. Chapter 23: Drawing with OpenGL. Chapter 24: Texturing with OpenGL. Chapter 25: Kicking Up Your Game a Notch. Part V: The Part of Tens. Chapter 26: Ten Differences between the iPhone and the iPad. Chapter 27: Ten Ways to Market Your Game. Chapter 28: Ten Insanely Great Games. Index.

Erscheint lt. Verlag 5.11.2010
Verlagsort Chichester
Sprache englisch
Maße 189 x 236 mm
Gewicht 764 g
Einbandart Paperback
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Weitere Themen Smartphones / Tablets
ISBN-10 0-470-59910-3 / 0470599103
ISBN-13 978-0-470-59910-5 / 9780470599105
Zustand Neuware
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