Get Started Fast with iOS Game Programming 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! 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
白天,Micheal Daley在为世界上最大的商业软件公司工作,该公司的主要顾客为大型企业。晚上,Micheal学习如何为iPhone手机构建游戏。Micheal最开始用BASIC在Sinclair Spectrum 48KB上编写历险游戏,后来进一步发展到在Commodore 64和Amiga A500上写游戏。他从未停止对游戏编程的热爱,自iPhone问世后,Micheal开始学习Objective-C和如何为iPhone创建游戏。
许多年来Micheal为自己的孩子编写了很多游戏,iPhone的发布让他想为更多的人编写游戏,而不仅仅是为自己的孩子。对于学习并应用新的技术,Micheal很有热情。同时他也是个Apple粉丝,在最新的Apple设备上投入了大量时间和金钱。
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这本书的装帧设计挺有意思的,封面采用了那种比较清新的蓝绿色调,看起来很现代,不像有些技术书籍那么死板。我拿到手的时候,第一感觉是纸张的质感不错,拿在手里沉甸甸的,感觉内容一定很扎实。内页的排版也看得出来是花了不少心思的,字体大小适中,代码块和文字的区分度很高,阅读起来眼睛不容易累。特别是章节之间的过渡处理得很自然,让人有一种想一口气读完的冲动。作者在章节标题的设计上似乎也下了一些功夫,不像那种流水账式的命名,而是更偏向于用一种引人入胜的方式来概括本章的核心概念。虽然我还没深入阅读代码细节,但光从这个外在的呈现来看,这本书在提升读者的阅读体验上是下了苦功的。这种注重细节的匠心,往往预示着内容本身也会是经过精心打磨的,让人对接下来学习的内容充满了期待。希望它在讲解复杂的概念时,也能像它的封面设计一样,既专业又赏心悦目。
评分我比较注重书籍在理论深度和实践应用之间的平衡,很多技术书籍要么过于理论化,堆砌概念,让人读起来晦涩难懂;要么又过于偏向快速实现,导致读者知其然而不知其所以然。这本书给我的初步印象是,它似乎找到了一个比较好的切入点。我翻阅了其中关于图形渲染管道和物理引擎基础的那几章的目录,发现它并没有直接跳到具体的API调用上,而是先花了相当篇幅去铺陈背后的数学原理和设计哲学。这对于我这种想深入理解底层机制的开发者来说,简直太重要了。我希望它能够清晰地解释“为什么我们要这样做”,而不是仅仅告诉我“该怎么做”。如果它能在后续章节中,用这种严谨而不失清晰度的方式去引导我们构建一个完整的项目,那么它在同类书籍中绝对会占据一个很高的位置。我已经准备好我的笔记本,打算把那些需要推导的公式都仔细记录下来,看看作者的讲解方式是否能让我这个“数学恐惧者”也能轻松掌握这些核心要素。
评分这本书的封面字体设计很有现代感,我立刻被那种简洁的排版风格吸引住了。它给我的感觉是,这不是那种老气横秋的教科书,而更像是一份来自一线资深专家的笔记分享。在内容结构上,我留意到作者似乎非常注重将复杂的概念“解构”成更小、更易于消化的模块。我试着快速阅读了一段关于性能剖析的内容,发现作者使用了大量的类比和生活化的例子来解释那些抽象的性能瓶颈,这比直接抛出术语要有效得多。这种“翻译”能力,是区分优秀技术作者和普通技术人员的重要标志。我特别期待它在错误处理和调试技巧方面能提供一些“只有过来人才能知道”的窍门,比如某个特定系统层级的陷阱,或者某个调试工具的隐藏功能。如果这本书能在我遇到棘手Bug时,提供一条清晰的思路,那它的价值就远远超过了书本本身的标价。
评分作为一名有着多年开发经验的程序员,我最怕的就是遇到那种“过时”的技术文档。技术迭代的速度太快了,一本写于三年前的书,其中的很多最佳实践可能现在就已经被淘汰了。这本书的出版时间让我稍微放了点心,但更关键的是,我希望它使用的框架和工具链是当前社区最主流、最前沿的。我快速浏览了一下它引用的库的名称和版本号,初步看来,它似乎紧跟了最新的系统API特性。我特别关注了它在并发处理和内存管理方面的内容,因为这两个部分往往是区分入门教材和专业指南的关键点。如果它能提供一些关于如何利用现代多核架构进行优化,或者如何处理异步操作流的独到见解,那就太棒了。一个好的技术指南,不仅要教你如何让程序跑起来,更要教你如何让它跑得健壮、跑得高效。我期待着看到作者在这些“高阶”话题上展现出的专业深度和前瞻性视野。
评分从学习体验的角度来看,我非常看重项目驱动型学习的有效性。如果一本书只是纯理论的堆砌,那么它很难真正地将知识固化在读者的肌肉记忆里。我希望这本书能够提供一个贯穿始终、且复杂度适中的示例项目,让我们每学到一个新的模块或技术点,就能立刻在项目中看到其实际效果。我翻到了勘误表和随书代码下载的说明,这很专业。但更让我关注的是,这些示例代码的组织结构是否清晰易懂?它们是否遵循了良好的项目结构规范,方便我们后续的修改和扩展?理想情况下,我希望这本书的配套代码不仅仅是“能运行”,而是“写得漂亮”,能够成为我们未来项目代码的参考模板。如果作者能对代码中的关键部分做详尽的注解,并解释为何采用某种设计模式而非其他,那将是对我们代码品味的一次极大的提升。
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