|
|
|
|
LEADER |
02791nam a22003975i 4500 |
001 |
978-1-4302-3304-6 |
003 |
DE-He213 |
005 |
20140918025514.0 |
007 |
cr nn 008mamaa |
008 |
110729s2010 xxu| s |||| 0|eng d |
020 |
|
|
|a 9781430233046
|9 978-1-4302-3304-6
|
024 |
7 |
|
|a 10.1007/978-1-4302-3304-6
|2 doi
|
040 |
|
|
|d GrThAP
|
050 |
|
4 |
|a QA75.5-76.95
|
072 |
|
7 |
|a UY
|2 bicssc
|
072 |
|
7 |
|a COM014000
|2 bisacsh
|
082 |
0 |
4 |
|a 004
|2 23
|
100 |
1 |
|
|a Itterheim, Steffen.
|e author.
|
245 |
1 |
0 |
|a Learn iPhone and iPad cocos2d Game Development
|h [electronic resource] /
|c by Steffen Itterheim.
|
264 |
|
1 |
|a Berkeley, CA :
|b Apress :
|b Imprint: Apress,
|c 2010.
|
300 |
|
|
|a XV, 416 p.
|b online resource.
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
347 |
|
|
|a text file
|b PDF
|2 rda
|
505 |
0 |
|
|a Getting Started -- Essentials -- Your First Game -- Game Building Blocks -- Sprites In-Depth -- Scrolling with Joy -- Shoot’ em Up -- Particle Effects -- Working with Tilemaps -- Isometric Tilemaps -- Physics Engines -- Pinball Game -- Game Center -- Out of the Ordinary.
|
520 |
|
|
|a Learn iPhone and iPad cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little-to-no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of 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 that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common recurring cocos2d beginner questions. As you move along, you'll learn about possible stumbling blocks and how to navigate them successfully. As you move from beginning to advanced, you'll encounter general game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading. It is assumed that the reader has previous programming knowledge but not necessarily with Objective-C. Related topics such as Xcode, Objective-C, the iPhone SDK, and OpenGL are only discussed where absolutely necessary.
|
650 |
|
0 |
|a Computer science.
|
650 |
1 |
4 |
|a Computer Science.
|
650 |
2 |
4 |
|a Computer Science, general.
|
710 |
2 |
|
|a SpringerLink (Online service)
|
773 |
0 |
|
|t Springer eBooks
|
776 |
0 |
8 |
|i Printed edition:
|z 9781430233039
|
856 |
4 |
0 |
|u http://dx.doi.org/10.1007/978-1-4302-3304-6
|z Full Text via HEAL-Link
|
912 |
|
|
|a ZDB-2-CWD
|
950 |
|
|
|a Professional and Applied Computing (Springer-12059)
|