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Learn cocos2d Game Development with iOS 5

Steffen Itterheim Andreas Lw

$86.95   $78.27

Paperback

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English
APress
02 November 2011
Learn cocos2d Game Development with iOS 5 provides a rock-solid introduction to the cocos2d iPhone and iPad game apps engine and related tools. It focuses on the process of creating several game apps made entirely using cocos2d with little or no use of the iOS 5 SDK and OpenGL code. By creating 2-3 sample game apps while working through the book, you'll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (particle effects), and others.

The example games are modeled after popular App Store games, so they're relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common questions for cocos2d beginners. As you advance, you'll learn how to successfully avoid common stumbling blocks. You'll also encounter general game programming wisdom, tips for performance improvement, as well as pointers for alternative implementations and further reading.

It is assumed that the reader has previous programming knowledge, though not necessarily with Objective-C. Related topics such as Xcode, Objective-C 2.0

, the iOS 5 SDK, and OpenGL are only discussed where absolutely necessary. This book also features new related tools, including the new Kobold2D project. What you'll learn
* The core cocos2d game engine API and the Box2d physics engine
* The process and best practices of game development in the context of cocos2d and its related tools
* How to gain enthusiasm and excitement in creating your own game apps
* Where to go from here: further information and alternative implementations
* To enhance your apps' marketability on the Apple iTunes and App Store Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment.

By:   ,
Imprint:   APress
Country of Publication:   Germany
Edition:   1st ed.
Dimensions:   Height: 235mm,  Width: 191mm,  Spine: 27mm
Weight:   994g
ISBN:   9781430238133
ISBN 10:   1430238135
Pages:   532
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active
* Introduction * Getting Started * Essentials * Your First Game * Game Building Blocks * Sprites In-Depth * Scrolling with Joy * Shoot 'em Up * Particle Effects * Working with Tilemaps * Isometric Tilemaps * Physics Engines * Pinball Game * Game Center * Best Tools for cocos2D Development * Kobold2D Fundamentals * Out of the Ordinary

Steffen Itterheim is a professional games and tools developer. He has worked for Electronic Arts Phenomic for the past seven years. Be it scripting, programming, or foreign languages, he's done it all. He has extensive experience with game localization including non-western languages and locales, and he also knows the Lua scripting language inside and out. He learned English by watching too much American television. Steffen currently lives in Ingelheim, Germany.

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