
IPhone 3D Game Programming All in One.
Title:
IPhone 3D Game Programming All in One.
Author:
Alessi, Jeremy.
ISBN:
9781435455962
Personal Author:
Physical Description:
1 online resource (433 pages)
Contents:
Contents -- Introduction -- PART I: SOME ASSEMBLY REQUIRED -- Chapter 1 Ready, Fire, Aim! -- Calculating a Trajectory for the Journey -- It's Not the Size of the Game, It's the Motion of the Air-to-Surface Missiles -- A Long Time Ago (Like a Millisecond), Far, Far Away -- What's a Vector, Victor? -- Talk the Talk -- Conclusion -- Chapter 2 Apple's Ring, Apple's Ropes -- 99 -- 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 -- Inspector -- 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 -- What Will We Create? -- The Devil's in the Details -- iPhone Tailored -- Name That Game -- Conclusion -- PART II: GAME MAKIN' -- Chapter 5 The Strengths and Weaknesses of the iPhone's Unique Input 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 -- Sometimes You Have to Sketch Before You Can Run -- 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 -- Conclusion -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- K-L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- X-Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Genre:
Electronic Access:
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