Itterheim S., Löw A. - Learn cocos2d Game Development with iOS 5 [2011, PDF, ENG]

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Itterheim S., Löw A. - Learn cocos2d Game Development with iOS 5 [2011, PDF, ENG]

Сообщение Солнышко » 31 янв 2018, 22:21

Learn cocos2d Game Development with iOS 5
Год: Nov 2011
Автор: Steffen Itterheim; Andreas Löw
Издательство: Apress
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Количество страниц: 528
ISBN: 1-430238-13-5
Описание: Learn cocos2d Game Development with iOS 5 provides a rock-solid introduction to the cocos2d iPhone and iPad game apps engine and related tools. It focuses on the process of creating several game apps made entirely using cocos2d with little or no use of the iOS 5 SDK and OpenGL code. By creating 2-3 sample game apps while working through the book, you'll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (particle effects), and others.
The example games are modeled after popular App Store games, so they're relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common questions for cocos2d beginners. As you advance, you'll learn how to successfully avoid common stumbling blocks. You'll also encounter general game programming wisdom, tips for performance improvement, as well as pointers for alternative implementations and further reading.
It is assumed that the reader has previous programming knowledge, though not necessarily with Objective-C. Related topics such as Xcode, Objective-C 2.0, the iOS 5 SDK, and OpenGL are only discussed where absolutely necessary. This book also features new related tools, including the new Kobold2D project.
Contents
About the Authors
About the Technical Reviewer
Acknowledgments
Preface
■Chapter 1: Introduction
■Chapter 2: Getting Started
■Chapter 3: Essentials
■Chapter 4: Your First Game
■Chapter 5: Game Building Blocks
■Chapter 6: Sprites In-Depth
■Chapter 7: Scrolling with Joy
■Chapter 8: Shoot ’em Up
■Chapter 9: Particle Effects
■Chapter 10: Working with Tilemaps
■Chapter 11: Isometric Tilemaps
■Chapter 12: Physics Engines
■Chapter 13: Pinball Game
■Chapter 14: Game Center
■Chapter 15: Cocos2d with UIKit Views
■Chapter 16: Kobold2D Introduction
■Chapter 17: Out of the Ordinary
Index
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