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What this book covers

Chapter 1, iOS Game Development, gets you started with the game development techniques with an understanding of the default game template and developing a mini game.

Chapter 2, SpriteKit, explains the basic structure of SpriteKit with the anatomy of game projects. Then later in the chapter we will take a deeper look into scenes, sprites and nodes. By end of the chapter we will be able to build a mini game with infinite scrolling.

Chapter 3, Animations and Texture, helps us to explore the depth of animations, which can be accomplished in iOS games. We will learn to create a texture atlas and create animations on them. We will also explore character animations and parallax backgrounds in this chapter.

Chapter 4, Particle System and Game Performance, makes us learn and understand the anatomy of particle effects and emitter system in games. In addition to that we will be exploring the evaluation of game performance in this chapter.

Chapter 5, Adding Music to iOS Games and an Introduction to iCloud, teaches us the numerous ways to add the music in the games. We will explore the various events to add music to the games such as background music and various other sounds effects on specific events. At end of the chapter, we will learn about iCloud integration in our games.

Chapter 6, Physics Simulation, gets us started on working with the physics engine in games in order to add more reality to the games. In this chapter, we will learn some exciting real-world simulations by creating a small game.

Chapter 7, Adding Reality to Games, broadens your scope in physics simulation by explaining the nitty gritty of physics joints, contact detection, and collision. In this chapter, we will explore the depth of physics and its impact on the overall game development process.

Chapter 8, Introduction to Game Math and Physics, brushes up your basic mathematics skills in the initial half of the chapter and then going forward explains their usage in the games. This chapter explains various aspects and properties of math and physics that are used in games.

Chapter 9, Autonomous Moving Agents, reveals the most interesting part of the games that is, artificial intelligence. In this chapter, we will practically implement various artificial intelligent behaviors in our game. We will explore, seek, flee, wander, arrive, pursuit, evade behaviors. Other than this, we will also learn group behaviors such as alignment cohesion and separation.

Chapter 10, 3D Game Programming with OpenGL, helps you in exploring 3D game programming. In this chapter we will learn the basics of OpenGL and then going forward in the chapter we will learn create a working 3D game model.

Chapter 11, Getting Started with Multiplayer Games, starts from the basics of the multiplayer game including the anatomy of multiplayer games. You will learn to set up a connection between two iOS devices and then will also learn to send and receive data from one device to another.

Chapter 12, Implementing Multiplayer Games, creates a multiplayer game using which two players can play simultaneously. In this chapter, we will use all the methodologies that we have learned in the introduction chapter.

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