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Cocos2d for iPhone 1 Game Development Cookbook (Englisch) Taschenbuch – 15. Dezember 2011

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  • Taschenbuch: 446 Seiten
  • Verlag: Packt Publishing (15. Dezember 2011)
  • Sprache: Englisch
  • ISBN-10: 1849514003
  • ISBN-13: 978-1849514002
  • Größe und/oder Gewicht: 19 x 2,6 x 23,5 cm
  • Durchschnittliche Kundenbewertung: 4.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 399.228 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

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Von mko am 1. Februar 2012
Format: Taschenbuch
Cocos2d for iPhone is a typical cookbook. That means you will find here lots of recipes useful during iPhone development. Book is well structured. Each chapter is devoted to different aspect of development. There are topics covering basic topics like simple graphics manipulation but also cover physics related ones. One remark here. Not all topics are strictly related to Cocos2d. It can be slightly misleading by tittle that implies Cocos2d library will be discussed in the book. For example JSON, XML and PLIST are covered by TouchJSON, GDataXML and Cocoa libraries respectively. The same refers to SQLite related topics. You could argue whether this kind of topics should be put into book devoted to Cocos2d ' no matter what, tittle suggests it is strictly graphics related. On the other hand, maybe it can be useful as sooner or later you will face these issues during game development.

What I liked about the book? The structure of the recipes. They are nearly identical and you always know what to expect. At first, you get the description of the problem, how to prepare the environment, and eventually how to code the solution. There is also an explanation of how and why everything works. From time to time you will also find 'there is more' section that points to valuable resources.

What I didn't like? I think there are too much source code in the book. I know it is easier to read when you have the code in front of you, but I am pretty sure that most of the people will use the book together with their laptops and XCode running aside. So, in my opinion, basing on example source codes would be just fine. And the book would occupy less place on the book shelf.

Anyway, I think it is worth considering to by this book (at least e-book format) just to have some nice recipes by you hand. Not all of them are applicable in each case, but still, they cover quite a loot of topics.
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Die hilfreichsten Kundenrezensionen auf (beta) 41 Rezensionen
5 von 5 Kunden fanden die folgende Rezension hilfreich
Samples alone are worth every dime! 6. Januar 2012
Von Brad Parks - Veröffentlicht auf
Format: Kindle Edition Verifizierter Kauf
There's tons of samples in this book that cover a diverse set of topics in Cocos2d.

Having been in the Cocos2d forums for over 2 years, I know that most of these samples touch base with complex topics that *will* be of value to almost every cocos2d developer.

Here's link to video overviews of each chapter on YouTube. In short - GET THIS BOOK!

Cocos2d for iPhone 1 Game Development Cookbook

Chapter 1 - Graphics

Chapter 1 - User Input

Chapter 3 - Files and Data

Chapter 4 - Physics

Chapter 5 - Scenes and Menus

Chapter 6 - Audio

Chapter 7 - AI and Logic

Chapter 8 - Tips and Tricks

Chapter 9 - Ads, Networking and Social (Extra via email)
3 von 3 Kunden fanden die folgende Rezension hilfreich
Immediately Useful! 28. Januar 2012
Von fattjake - Veröffentlicht auf
Format: Kindle Edition Verifizierter Kauf
If you are a Cocos2D developer this book will save you some serious time. I was immediately able to make use of the platformer A Star algorithm in a project I am currently working on. I recommend it.
2 von 2 Kunden fanden die folgende Rezension hilfreich
Buy it now. No, seriously. Buy it now. 31. Januar 2012
Von Alex Curylo - Veröffentlicht auf
Format: Taschenbuch
We absolutely guarantee that just about anyone will find the book worth way more than its price in time saved. To see for yourself, head over to the book's website -- [...] -- and check out the Explore The Book section for videos and explanations of the recipes in each ... and download the demo apps. Yep, the demo apps, there's free demo apps up on the store for you to check out the recipes in action: check them out at [...] and see for yourself how to *really* support a book!

Also check out the book's thread on the cocos2d-iphone forums for some subtle understated commentary like
* "This book looks like it is going to be a requirement in every developer's library!"
* "Ok, I have read a handful of recipes and I am completely sold. This is an awesome book."
* "...every developer needs to have this book."
* "this book is an absolute must for anyone developing cocos2d apps."
* "Great book, instant buy!"

Gee, gushing much? But it actually does deserve all that and more. Let us take the very first recipe, "Drawing sprites". Oh for crying out loud, you think, how does that merit a recipe? Is this thing going to be full of fluff I already know? Well, no actually, that simple sounding recipe goes over drawing from files, images, textures, and frames; explains mipmapping and batch nodes; and tops it off with colorizing rectangles. Well, that is pretty good for a first recipe, isn't it now.

The first graphics chapter goes on to cover not only common drawing and animating but movie playing, particle effects, simple 3D effects, texture animation, palette swapping, screenshots, parallax, and lighting. Pretty much a worthwhile purchase already, and we're barely started!

Second chapter covers user input of varying types, including virtual joysticks, d-pads, and accelerometer; nothing too novel here, but useful time savers here if you're newish to cocos2d.

Third chapter covers data management; reading and saving plist/JSON/XML ... and even SQLite and Core Data. Probably not much completely new to you here either, but the details of working with sprites and the like are handy.

Fourth chapter is on physics and is a particularly valuable one for those of us weak on the background there; focusing on Box2D, takes you from basic setup through impulses and forces to joints, bullets, ropes, and ending up with a 2.5D isometric game engine! That's a pretty standout one there.

Fifth chapter, `Scenes and Menus', is mostly pretty straightforward but still handy code. The sliding menu grid and minimap are particularly nice.

Sixth chapter, "Audio" is another notably useful one, nice explanations of sound manipulating, positioning, metering, recording, iPod library usage, and finishing up with creating a MIDI synthesizer with MobileSynth and then speech recognition/synthesis.

Seventh chapter, "AI and Logic" is well-nigh invaluable for those without a background in it; basic waypoints, targeting, line of sight, flocking, pathfinding (the "in a Box2D world" getting special mention, good luck figuring that one out without some help!) and finishing off with discussion of Lua integration.

We figured the last chapter "Tips, Tools, and Ports" was a bit weaker; the tools picked here mostly aren't up to the currently regarded best of breed mentioned in yesterday's roundup, and the cocos2d-x and cocos3d intros were too short to really be of much use. But hey, still worth a read.

Closest thing we have to a real complaint is that you have to email the author to get the extra chapter which was omitted from the print versions; really, how hard would it be to put it as an addenda in the electronic versions most of us are going to be buying anyways? But hey, if mild inconvenience is the worst whine we can come up with, that's pretty solid.

So, yeah. We pretty much can't imagine anyone developing with cocos2d who won't find something in here well worth the price; for those just starting out it might be a bit over your head, but it would make a perfect second step after one of the introductory books or our starting recommendation --[...]/ -- so buy it now!
2 von 2 Kunden fanden die folgende Rezension hilfreich
A great cookbook 13. März 2012
Von R. Sullivan - Veröffentlicht auf
Format: Taschenbuch
This book is filled with code examples on how to do various things with Cocos2d. There are lots of different things covered and the author has a project available to see everything in action. The time you save makes it well worth the cost.

I admit the explanations are a little on the short side, but this is a cookbook after all, so I can't fault it for that. On the other hand, you should be prepared for that if you intend to purchase it.

If you are new to Cocos2d, you're better off with "Learning Cocos2d" by Wenderlich as it`s meant for beginners to Cocos2d.
4 von 5 Kunden fanden die folgende Rezension hilfreich
Great examples, not so great instruction 12. März 2012
Von golightly - Veröffentlicht auf
Format: Taschenbuch Verifizierter Kauf
With this "book" purchase, you are basically paying for example code that you more or less need to sift through in order to figure out what is going on. The book itself offers very little instruction or learning beyond that of "here's something neat you can do in cocos and here's the code (you already have because it came with the book), but printed out (which itself is not very readable in the e-version)" I found the "why" or "how" it works to be fairly lacking. That, combined with the fact that the code is difficult to read in the e-version makes the book itself also of limited utility. Ultimately, you are paying for the code that accompanies the book. As for understanding the concepts, it's back to scrubbing various online forums yet again.
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