|
|
|
|
LEADER |
04216nam a22004455i 4500 |
001 |
8551 |
003 |
DE-He213 |
005 |
20130725201213.0 |
007 |
cr nn 008mamaa |
008 |
100802s2010 xxu| s |||| 0|eng d |
020 |
# |
# |
|a 9781430226000
|9 978-1-4302-2600-0
|
024 |
7 |
# |
|a 10.1007/978-1-4302-2600-0
|2 doi
|
050 |
# |
4 |
|a QA76.6-76.66
|
072 |
# |
7 |
|a UM
|2 bicssc
|
072 |
# |
7 |
|a COM051000
|2 bisacsh
|
082 |
0 |
4 |
|a 005.11
|2 23
|
100 |
1 |
# |
|a Bakhirev, Peter.
|e author.
|
245 |
1 |
0 |
|a Beginning iPhone Games Development
|c by Peter Bakhirev, P J Cabrera, Ian Marsh, Scott Penberthy, Ben Britten Smith, Eric Wing.
|h [electronic resource] /
|
264 |
# |
1 |
|a Berkeley, CA :
|b Apress,
|c 2010.
|
300 |
# |
# |
|a 728 p.
|b online resource.
|
336 |
# |
# |
|a text
|b txt
|2 rdacontent
|
337 |
# |
# |
|a computer
|b c
|2 rdamedia
|
338 |
# |
# |
|a online resource
|b cr
|2 rdacarrier
|
347 |
# |
# |
|a text file
|b PDF
|2 rda
|
505 |
0 |
# |
|a Part I. General Introduction to Gaming: Ian Marsh. 1. A Revolutionary Gaming Platform-Games for everyone, anytime, anywhere. 2. Developing iPhone games-Peeking inside the iPhone toolbox -- Part II. Building Games with UIKit, Quartz, and Core Animation: PJ Cabrera. 3. Moving Images on a Small Screen-UIKit Controls. 4. She Draws, She Aims, She Shoots, She Wins with Quartz 2D. 5. Flipping Out and Sweeping Away with Core Animation -- Part III. Building Games with OpenGL: Ben Smith. 6: OpenGL basics : Wrapping your head around the openGL API. 7: Putting it together : Making a game in openGL. 8: The next steps : Atlases, Sprites and Particles; Oh My!- Part IV. Integrating Audio Into iPhone Games: Eric Wing. 10. Making Noise with OpenAL. 11. Positional Audio-Turning Noise into Game Sounds. 12. Streaming-Thumping, Pulse-Quickening Game Excitement -- Part V. Network Programming for iPhone Games: Peter Bakhirev. 13. Game Networking Introduction. 14. Going head-to-head. 15. Party time. 16. Connecting with the outside world -- Part VI. Gaming on the iPhone; What to Expect in the Future: Ian Marsh. 17. What you've learned, what you haven't learned, and what you may need to know as the technology, hardware, and iPhone game market advance and mature.
|
520 |
# |
# |
|a iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game. You ve probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling second edition of Apress s highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, providing you with the same easy-to-follow, step-by-step approach, more deep technical insights, and that familiar friendly style. While games are all about fun, at the same time, they re serious business. With this Beginning iPhone Games Development book, you re going to roll up your sleeves and get your hands dirty with some hardcore coding. While you may have written games before, this book will take you further, immersing you in the following topics: Game graphics and animation with UIKit, Quartz, Core Animation, and OpenGL ES Game audio with OpenAL, MediaPlayer Framework, AV Foundation, and AudioSession Game networking with GameKit, Bonjour, and Internet sharing For those looking for iPad game development coverage and/or iOS 5 SDK specific game coverage, check out the published Beginning iOS 5 Games Development by Lucas Jordan from Apress.
|
650 |
# |
0 |
|a Computer science.
|
650 |
1 |
4 |
|a Computer Science.
|
650 |
2 |
4 |
|a Programming Techniques.
|
700 |
1 |
# |
|a Cabrera, P J.
|e author.
|
700 |
1 |
# |
|a Marsh, Ian.
|e author.
|
700 |
1 |
# |
|a Penberthy, Scott.
|e author.
|
700 |
1 |
# |
|a Smith, Ben Britten.
|e author.
|
700 |
1 |
# |
|a Wing, Eric.
|e author.
|
710 |
2 |
# |
|a SpringerLink (Online service)
|
773 |
0 |
# |
|t Springer eBooks
|
776 |
0 |
8 |
|i Printed edition:
|z 9781430225997
|
856 |
4 |
0 |
|u https://ezaccess.library.uitm.edu.my/login?url=http://dx.doi.org/10.1007/978-1-4302-2600-0
|
912 |
# |
# |
|a ZDB-2-CWD
|
950 |
# |
# |
|a Professional and Applied Computing (Springer-12059)
|