Education (depraced!) > iPhone 3D Game Programming All In One
iPhone 3D Game Programming All In OneDate: 22 June 2011 | Posted by: masterjan |
![]() 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 See full article |