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Learning iOS Game Programming: A Hands-On Guide to Building Your First iPhone Game [Kindle Edition]

Michael Daly
5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)

Kindle-Preis: EUR 30,93 Inkl. MwSt. und kostenloser drahtloser Lieferung über Amazon Whispernet

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Praise for Learning iOS Game Programming "An excellent introduction into the world of game development explaining every aspect of game design and implementation for the iPad, iPhone, and iPod touch devices. A great way for anyone interested in writing games to get started." -Tom Bradley, Software Architect, Designer of TBXML "A great developer and a great game.That's everything you can find in this book to learn how to write an awesome game for iPhone.Maybe you're the next AppStore hit!" -Sebastien Cardoso "With Learning iOS Game Programming, you'll be writing your own games in no time. The code included is well explained and will save you hours of looking up obscure stuff in the documentation and online forums." -Pablo Gomez Basanta, Founder, Shifting Mind "I always thought that to teach others one has to be an expert and a person with an established reputation in the field. Michael Daley proved me wrong. He is teaching others while studying himself. Michael's passion in teaching and studying, ease of solutions to problems, and a complete game as a resulting project makes this book one of the best I have ever read." -Eugene Snyetilov "If you're interested in 2D game programming with the iOS using OpenGL and OpenAL directly, this book walks you through creating a complete and fun game without getting bogged down in technical details." -Scott D.Yelich "Michael Daley brings clarity to the haze of iPhone application development. Concrete examples, thorough explanation, and timesaving tips make this book a must have for the up and coming iPhone game developer." -Brandon Middleton, Creator of Tic Tac Toe Ten "This is the A-Z guide to iOS game development; Michael's book takes you from the basics and terminology to using the techniques in practice on a fully working game. Before you know it, you will find yourself writing your own game, fueled by a firm grasp of the principles and techniques learned within. I could not ask for a better reference in developing our own games." -Rod Strougo, Founder Prop Group


Since the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad “Gold Rush” is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they can actually be quite easy, and Learning iOS Game Programming is your perfect beginner’s guide. Michael Daley walks you through every step as you build a killer 2D game for the iPhone.


In Learning iOS Game Programming, you’ll learn how to build a 2D tile map game, Sir Lamorak’s Quest: The Spell of Release (which is free in the App Store). You can download and play the game you’re going to build while you learn about the code and everything behind the scenes. Daley identifies the key characteristics of a successful iPhone game and introduces the technologies, terminology, and tools you will use. Then, he carefully guides you through the whole development process: from planning storylines and game play all the way through testing and tuning.


Download the free version of Sir Lamorak’s Quest from the App Store today, while you learn how to build the game in this book.


Coverage includes

  • Planning high-level game design, components, and difficulty levels
  • Using game loops to make sure the right events happen at the right time
  • Rendering images, creating sprite sheets, and building basic animations
  • Using tile maps to build large game worlds from small reusable images
  • Creating fire, explosions, smoke, sparks, and other organic effects
  • Delivering great sound via OpenAL and the iPhone’s media player
  • Providing game control via iPhone’s touch and accelerometer features
  • Crafting an effective, intuitive game interface
  • Building game objects and entities and making them work properly
  • Detecting collisions and ensuring the right response to them
  • Polishing, testing, debugging, and performance-tuning your game

Learning iOS Game Programming focuses on the features, concepts, and techniques you’ll use most often—and helps you master them in a real-world context. This book is 100% useful and 100% practical; there’s never been an iPhone game development book like it!


  • Format: Kindle Edition
  • Dateigröße: 8731 KB
  • Seitenzahl der Print-Ausgabe: 448 Seiten
  • Gleichzeitige Verwendung von Geräten: Bis zu 5 Geräte gleichzeitig, je nach vom Verlag festgelegter Grenze
  • Verlag: Addison-Wesley Professional; Auflage: 1 (3. September 2010)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Word Wise: Nicht aktiviert
  • Verbesserter Schriftsatz: Nicht aktiviert
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: #518.608 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

  •  Ist der Verkauf dieses Produkts für Sie nicht akzeptabel?

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2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Hervorragendes Buch mit guter Codequalität 5. Juni 2011
Von C. Zimmer
Ich bin echt begeistert von dem Buch. Jeder, der wissen will wie man "from the Scratch" eine 2D-Spielengine erstellt wird in diesem Buch fündig.
Der Autor erklärt, wie man auf OpenGL ES 1.0 Basis:
- Sprites animiert
- TileMaps und Scrolling implementiert
- eine virtuellen Joystick für die Spielfigursteuerung implementiert

Am Ende des Buches steht ein komplett entwickeltes Spiel "Sir Lamoraks Quest: The Spell Of Release" (frei downloadbar im AppStore).
Die Codequalität ist durchgehend hervorragend, dieses Buch ist definitiv sein Geld wert !
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 3.8 von 5 Sternen  55 Rezensionen
34 von 38 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen A great book for learning about games programming 21. September 2010
Von Gavin - Veröffentlicht auf Amazon.com
Having nearly finished the book I thought it would be a good idea to write a review.

Reading the last review I felt even more compelled to write my own. The last reviewer really hasn't got a clue about what this book is about! He tries to pitch it as a book that covers many different technologies in great detail and fails. There is a note on the first page of chapter 2 that tells that totally contradicts what he says.

It is not intended that this book will teach you how to develop in Objective-C or C or teach you everything you need to know about the other technologies in their own right; there are many excellent books and online resources that cover OpenGL and OpenAL in greater detail. We will however cover these topics in enough detail to allow you to understand why we are using them and how.

Thats what I love about this book! It tells you how to write an entire game from start to finish and doesn't bore you with incredibly complex algorithms or low level code or the ins and outs of every technology.

As for the game engine you write, it's very modular so you can include only the bits you need in your game. I wanted to recreate the JetPack game I played when I was younger. With this book I'm well on the way. It's saved me a huge amount of time trying to learn from other resources on the net.

Their forum and blog is quite active too, I've posted a few questions and they've answered promptly.
14 von 14 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen This is why computer books used to come with CDs 23. November 2010
Von Brian Connors - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
One thing to be very clear about: this book is largely about tile and sprite-based games, a la Legend of Zelda. It includes a fair bit of information about optimization and the like (the messaging overhead involved in the Objective-C runtime can slow you down, so dropping to straight C is not a bad idea sometimes). The instructions are reasonably clear, although the selection of development tools required is rather extensive. This is part of the problem -- with the increased amount of broadband internet access out there, computer book publishers have come to the conclusion that they don't need to include software with the books. A lot of the software in this book is already obsolete and not supported by its original authors, and some of it is Web-only, making them rather poor choices for any kind of professional development.

However, the book does as advertised -- walks you through the steps of creating a basic game, while giving you enough background to understand what's going on along the way. And that, really, is all you need. Just beware that it might not be very useful a year or two from now.
17 von 19 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Lots of errors 2. Februar 2011
Von James M. Hunter, Jr. - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
Poorly edited. Many of the text references to the code use the wrong method names or quote the wrong lines of code altogether. It is absolutely essential to download the source code; there were many occasions where I found it necessary to look at more of the source than was printed in the book to understand what the text was saying. If you are willing to spend the time to sort out these problems, the book is otherwise not bad. The design of the game engine seems solid. The reader definitely needs to have at least a passing acquaintance with Objective C to understand the book. I am revising my previous 2-star review to 3 stars since the book is definitely useful in spite of its flaws. This review is based on the Kindle edition.
5 von 5 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Get the source 27. März 2011
Von J. Wiest - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
I can't believe some recent reviews don't mention it, but if you are using the most recent version of XCode the OpenGL template is completely different from the one described in the book. If you're new to it, you'll be lost immediately. The solution is to download the source code and start from Chapter 3, after that it should be good. It does make me wonder though whether I've learned an obsolete way of doing things that won't be supported going forward...

All that aside, it's a good book. I learn best by doing, and this book covers all the doing you'll need, including things you need to know but aren't necessarily related to IOS or programming, such as sprite maps, fonts, etc.
4 von 4 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen great guide for experienced programmers interested in game development 29. Oktober 2010
Von audrey pierce - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
This is a well-organized, well thought out guide to writing game apps for the iPhone. It's a "beginner" 's guide to writing computer games for those who already know Objective-C, C, Xcode and Interface Builder and have programming experience; so it's more for someone who is already writing iPhone apps but hasn't ever done a game before; it's not for true beginners. That said, the author presents a personal and personable introduction to game design. This part could be read by anybody interested in game design, even beginners. It's a good intro to concepts such as lives, health, storyline, etc. Further chapters are:

Terminology, Technology, and Tools
(Xcode and OpenGL)
The Game Loop
Image Rendering
Sprite Sheets
Bitmap Fonts
Tile Maps
The Particle Emitter
User Input
The Game Interface
Game Objects and Entities
Collision Detection
Putting It All Together

In addition, there's a free RPG called Sir Lamorak's Quest that you download and play, and as the book progresses, you are analyzing and building this very game.

This is incredibly well done, and you have to give the author credit for going the extra mile to include a game and letting you look under the hood. This is a complete project with a friendly manual.

Personally, I don't have enough programming to actually write the code, but I've still enjoyed the book immensely. As a longtime gamer, I learned a lot about game design. Great job!
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