Education (depraced!) > iPhone 3D Game Programming All In One

iPhone 3D Game Programming All In One


Date: 22 June 2011 | Posted by: masterjan

iPhone 3D Game Programming All In One

iPhone 3D Game Programming All In One
Publisher: Course Technology PTR | pages: 306 | 2010 | ISBN: 1435454782 | PDF | 16,9 mb


This is a complete guide to iPhone and iPod Touch game development. Beginning with the basics and ending with a finished game published in the App store this book covers all the fundamentals. The combined strength of Unity and the iPhone
development platform are used to full effect allowing even complete novices to create and publish an iPhone game.

Contents
Quote:
PART I SOME ASSEMBLY REQUIRED
Chapter 1 Ready, Fire, Aim!
Calculating a Trajectory for the Journey
It抯 Not the Size of the Game, It抯 the Motion of the Air-to-SurfaceMissiles
A Long Time Ago (Like a Millisecond), Far, Far Away
What抯 a Vector, Victor?
Talk the Talk
Conclusion
Chapter 2 Apple抯 Ring, Apple抯 Ropes
A Quick Look at iTunes Connect
iPhone SDK and Xcode
OS X and iTunes Software Upgrades
Find Your Device Identifier
Adding Devices Using the iPhone Developer Program Portal
Creating an iPhone Developer Certificate
Uploading a Certificate Signing Request
Approving a Certificate Signing Request.
Downloading and Installing Development Certificates
Creating an App ID
Creating a Development Provisioning Profile
Installing Provisioning Profiles
Conclusion
Chapter 3 Unity Fundamentals
And Now a Demonstration of This Fully Armed and Operational
Game Development Tool
Main Menu
File
Edit
Assets .
GameObject
Componen
Inspector
Transform Component Inspector Menu
Mesh Component Inspector Menu
Collider Component Inspector Menu
Box Collider Inspector Menu
Sphere Collider Inspector Menu
Capsule Collider Inspector Menu
Mesh Collider Inspector Menu .
Wheel Collider Inspector Menu
Raycast Collider Inspector Menu.
Additional Menu Options .
Scene View Submenu
Game View Submenu .
Hierarchy View Submenu.
Project View Submenu
Conclusion
Chapter 4 Creating the Perfect Concept
Out with the Old, in with the New
Creating Complex iPhone Experiences.
WhatWill We Create?
The Devil抯 in the Details .
iPhone Tailored.
Name That Game
Conclusion
PART II GAME MAKIN?/li>
Chapter 5 The Strengths and Weaknesses of the iPhone抯 UniqueInput Interface
Out with the Old, Input with the New
Unity Remote.
Touch and Tilt Input
iPhoneInput Class
iPhone Input Code Samples. .
The Accelerometer
Conclusion .
Chapter 6 Concept Art
Research in Theory .
Owning Your Creative Vision .
Going Digital .
2D Digital Pre-School .
Research in Practice .
Sometimes You Have to Sketch Before You Can Run
2D Digital .
3D Digital Concept Art ..
Conclusion .
Chapter 7 Prototyping.
Preconceived Notions .
Version 0.01 .
Logical Analysis .
Research.
Version 0.02 .
Code Analysis.
Conclusion
Chapter 8 Play Testing and Iterating.
Testing Criteria .
Prepping the Prototype
Conclusion
Chapter 9 Production Art
Conclusion
Chapter 10 Tying Up Loose Ends .
Conclusion
Chapter 11 Shipping and Handling Extra


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