Thursday, March 28, 2013

[G341.Ebook] Ebook iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems, by Jonathon Manning, Paris Buttfield-Addison

Ebook iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems, by Jonathon Manning, Paris Buttfield-Addison

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iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems, by Jonathon Manning, Paris Buttfield-Addison

iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems, by Jonathon Manning, Paris Buttfield-Addison



iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems, by Jonathon Manning, Paris Buttfield-Addison

Ebook iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems, by Jonathon Manning, Paris Buttfield-Addison

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iOS Swift Game Development Cookbook: Simple Solutions for Game Development Problems, by Jonathon Manning, Paris Buttfield-Addison

Ready to make amazing games for the iPhone, iPad, and iPod touch? With Apple’s Swift programming language, it’s never been easier. This updated cookbook provides detailed recipes for a managing wide range of common iOS game-development issues, ranging from 2D and 3D math to SpriteKit and OpenGL to performance—all revised for Swift.

You get simple, direct solutions to common problems found in iOS game programming. Need to figure out how to give objects physical motion, or want a refresher on gaming-related math problems? This book provides sample projects and straightforward answers. All you need to get started is some familiarity with iOS development, Swift, and Objective-C.

  • Design the architecture and code layout of your game
  • Build and customize menus with UIKit
  • Detect and respond to user input
  • Use techniques to play sound effects and music
  • Learn different ways to store information for later use
  • Create 2D graphics with SpriteKit
  • Create 3D graphics with SceneKit
  • Add two-dimensional physics simulation
  • Learn beginning, intermediate, and advanced 3D graphics with OpenGL
  • Create challenges with artificial intelligence
  • Take advantage of game controllers and external displays

  • Sales Rank: #1759721 in Books
  • Published on: 2015-05-31
  • Released on: 2015-05-31
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.19" h x .92" w x 7.00" l, .0 pounds
  • Binding: Paperback
  • 406 pages

About the Author

Jon Manning is the co-founder of Secret Lab, an independent game development studio based in Hobart, Tasmania, Australia. Jon Manning is a game designer and programmer who’s worked on all kinds of projects, ranging from iPad games for children to instant messaging clients. Jon is about to submit a PhD exploring the manipulation of online social networks.Jon is the world’s biggest Horse_ebooks fan (https://twitter.com/Horse_ebooks), and can be found on Twitter as @desplesda.

Paris Buttfield-Addison is a mobile app engineer, game designer, and researcher with a passion for making technology simpler and as engaging as possible. Paris recently submitted a PhD investigating how people use tablets for information management.

Most helpful customer reviews

30 of 35 people found the following review helpful.
Warning: All The 3D Graphics Code is in Objective-C
By DisapointedReader
When I saw the book description I was very excited to see the table of contents and the first few sections. I pre-ordered the hardcopy, and unable to wait, I ordered the Kindle version.

I immediately jumped to the chapters on 3D graphics, and in the first paragraph saw that all the code in the three 3D chapters was in Objective-C, because Apples 3D code "doesn't play nice with Swift". Now I have written some code to do 3D programming in Swift, and it the areas that I have explored, Swift works fine for 3D, so I cannot take at face value that EVERY SINGLE 3D graphics example in a book called "iOS SWIFT Game Development Cookbook" would be have to be in Objective-C. I actually interpret that as meaning "we were too lazy to convert our objective-C code to Swift".

I cancelled my hardcopy order of the book, but am still out $42.99 for an E-book.

Yes, $42.99 for a SWIFT e-book where the three most relevant chapters were written in OBJECTIVE-C.

I gave it two stars since there is a promising-looking section on shaders and materials (alas, written in Objective-C). I will look through the other sections, but in those I'm not sure there is much (besides 3D graphics) not better covered by "iOS 8 Swift Programming Cookbook" by Vandal Nahavandipoor --which is GREAT reference.

Added: I went back and saw that there was a fourth chapter covering SceneKit that was in Swift, but nothing seemed to be covered that isn't in X-Code's Swift game template with the spinning jet. If you look at that code you will see everything covered in the fourth 3D chapter.

***** Strange note: while one of the co-authors was commenting back on forth on this book at 4am my time, a new review pops up by 'Simon Philips' who is (1) marked us "useful" not thirty seconds after it's posted, (2) not a confirmed purchaser of the book, and (3) only seems to review books by this author. Very interesting. If you want a reality check before spending your $40, look a a history of my reviews and a history of any other reviewer's. *****

1 of 2 people found the following review helpful.
Great book! Missing a few examples on Scene Kit ...
By Aviad Ben Dov
Great book! Missing a few examples on Scene Kit that seem basic but no book can be complete on such a wide range of topics.

4 of 9 people found the following review helpful.
Amazingly good book
By Simon Phillips
This is an amazing book and I don't say that very often. I purchased this on the strength of other books I have read by the same authors and I have not been at all disappointed. It covers a collosal range of useful recipes for game development and has everything I've needed so far when trying to build my game.

I am finding the following seconds particularly excellent

Chapter 1 has helped me understand how to lay out my game and the basic bits and pieces I need to make a game go (timers, and multi-threading mostly)

Chapter 6 covers 2D graphics using sprite Kit in some depth

Chapter 7 has some of the best writing on physics for games I've read. Very accesible and easy to follow. And I've purchased a lot of books over the years.

Chapter 11 is an excellent series of recipes on 3D graphics using scene Kit.

I recommend this book highly to anyone who wants something to keep on their desk or desktop that they can refer to when they have questions as they attempt to build their game.

See all 4 customer reviews...

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