IOS Swift Game Development Cookbook 3rd - Programming Ebook

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Tuesday, June 11, 2019

IOS Swift Game Development Cookbook 3rd

IOS Swift Game Development Cookbook 3rd
IOS Swift Game Development Cookbook 3rd



Book Details 
             TitleIOS Swift Game Development Cookbook
         Author: Jonathon Manning and Paris Buttfield-Addison” Excerpt From: Jonathon Manning.
    Language: English
        SubjectSwift / Computers & Technology / Programming / Apple Programming
No. of pages: 522
         Format: EPUB

Chapter 1, Laying Out a Game

This chapter discusses different ways to design the architecture and code layout of your game, how to work with timers in a variety of ways, and how blocks work in iOS. You’ll also learn how to schedule work to be performed in the future using blocks and operation queues, and how to add unit tests to your project.

Chapter 2, Views and Menus

This chapter focuses on interface design and working with UIKit, the built-in system for displaying user interface graphics. In addition to providing common objects like buttons and text fields, UIKit can be customized to suit your needs—for some kinds of games, UIKit might be the only graphical tool you’ll need.

2D Apple Games By Tutorials Swift 4 and IOS 12 Begin 2D IOS & tvOS Game Development


Chapter 3, Input

In this chapter, you’ll learn how to get input from the user so that you can apply it to your game. This includes touching the screen, detecting different types of gestures (such as tapping, swiping, and pinching), as well as other kinds of input like the user’s current position on the planet, or motion information from the variety of built-in sensors in the device.

Chapter 4, Sound

This chapter discusses how to work with sound effects and music. You’ll learn how to load and play audio files, how to work with the user’s built-in music library, and how to make your game’s sound work well when the user wants to listen to his or her music while playing your game.

Chapter 5, Data Storage

This chapter is all about storing information for later use. The information that games need to save ranges from the very small (such as high scores), to medium (saved games), all the way up to very large (collections of game assets). In this chapter, you’ll learn about the many different ways that information can be stored and accessed, and which of these is best suited for what you want to do, as well as how to make use of iCloud features.

Chapter 6, 2D Graphics and SpriteKit

This chapter discusses SpriteKit, the 2D graphics system built into iOS. SpriteKit is both powerful and very easy to use; in this chapter, you’ll learn how to create a scene, how to animate sprites, and how to work with textures and images. This chapter also provides you with info you can

Chapter 7, Physics

In this chapter, you’ll learn how to use the 2D physics simulation that’s provided as part of SpriteKit. Physics simulation is a great way to make your game’s movements feel more realistic, and you can use it to get a lot of great-feeling game for very little programmer effort. You’ll learn how to work with physics bodies, joints, and forces, as well as how to take user input and make it control your game’s physical simulation.

Chapter 8, SceneKit

This chapter covers Scene Kit, Apple’s new 3D framework. It has recipes for showing 3D objects with Scene Kit; working with cameras, lights, and textures; and using physics in 3D.

Chapter 9, Artificial Intelligence and Behavior

This chapter discusses how to make objects in your game behave on their own, and react to the player. You’ll learn how to make one object chase another, how to make objects flee from something, and how to work out a path from one point to another while avoiding obstacles. You’ll also learn how to use Core ML and Vision to detect objects seen by the camera.

Chapter 10, Working with the Outside World

This chapter discusses the ways that your game can interact with the outside world: external displays, like televisions and monitors; game controllers that provide additional input methods, like thumbsticks and physical buttons; and cameras. You’ll learn how to detect, use, and design your game to take

how to detect, use, and design your game to take advantage of additional hardware where it’s present. You’ll also learn how to make use of ARKit for augmented reality.

Chapter 11, Performance and Debugging

The last chapter of the book looks at improving your game’s performance and stability. You’ll learn how to take advantage of advanced Xcode debugging features, how to use compressed textures to save memory, and how to make your game load

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