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Learn cocos2d Game Development with iOS 5 (Anglais) Broché – 14 novembre 2011


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Descriptions du produit

Présentation de l'éditeur

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. What you'll learn The core cocos2d game engine API and the Box2d physics engine The process and best practices of game development in the context of cocos2d and its related tools How to gain enthusiasm and excitement in creating your own game apps Where to go from here: further information and alternative implementations To enhance your apps' marketability on the Apple iTunes and App Store Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone

Biographie de l'auteur

Steffen Itterheim is a professional games and tools developer. He has worked for Electronic Arts Phenomic for the past seven years. Be it scripting, programming, or foreign languages, he's done it all. He has extensive experience with game localization including non-western languages and locales, and he also knows the Lua scripting language inside and out. He learned English by watching too much American television. Steffen currently lives in Ingelheim, Germany.


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Couverture | Copyright | Table des matières | Extrait | Index
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Amazon.com: 11 commentaires
6 internautes sur 7 ont trouvé ce commentaire utile 
Not perfect 14 avril 2012
Par Robert V - Publié sur Amazon.com
Format: Broché
Not a 'bad' book but I hesitate to rate it as 'good'.

It's one of those books where you absolutely need the code that goes with it, since not all the code is in the book. That's something I really dislike. Without seeing all the code in the book, you're left wondering and hunting around the code to find out how things work or why they don't.

Also, Cocos2D has changed a bit since the book was written. So most of the code works and the ideas are the same, but many method names and other things are changed slightly. So you spend more time than you'd like chasing down syntax errors and variables that don't exist.
6 internautes sur 7 ont trouvé ce commentaire utile 
I actually think this is the best intro book for Cocos2D 17 février 2012
Par Jon - Publié sur Amazon.com
Format: Broché Achat vérifié
This is one of three main books on Cocos2D, and of the three, I have to say this was the most helpful to me as a beginner to the API and game design in general. While the Learning Cocos2D Hands On guidebook seems to be more popular, I wouldn't start there when it comes to learning Cocos2D.

What I like so much about this book, unlike the others I've read, is the author starts with a detailed overview of the Cocos2D classes and when/how they're used. After this general overview, he then moves onto small programs that illustrate different programming challenges.

This was a huge breath of fresh air for me, compared to other books that focused on code snippets (recipes) without real explanation of the logic behind their use, or the overwhelming Space Viking project featured in Learning Cocos2D. For me, I like to have a general overview of a subject before diving into 500 pages of line by line code, and a single super project becomes amazingly tedious when you're just copying someone else's code. And with a super project, you spend a lot of effort working on the programming peculiarities of that particular app - a lot of which isn't generally applicable to other apps. Quite frankly, I wanted to learn Cocos2D efficiently, not all about Space Vikings, and this book delivers by focusing on the core functions of the code with easy to follow examples.

So to all beginners to Cocos2D, I'd definitely recommend this book as your starting point. The programmer has a nice, crisp writing style and comes across as someone who taught himself how to work with this API, and remembers how to teach beginners.
4 internautes sur 6 ont trouvé ce commentaire utile 
Awesome Intro To Cocos2D! 23 novembre 2011
Par KP - Publié sur Amazon.com
Format: Broché
If you are looking for an easier way to create 2D games for the iOS platform you need to get into cocos2D, and there is no better intro to it than this book. Although I have not finished the entire book, I am about a quarter of the way through and I love it so far. I've been a iOS developer for almost 2 years now and this book is showing me how to make better apps with less effort. I've read parts of other books that teach cocos2D. They are all good in their own way, but this one is by far the best.

The bookstore price tag is a little high, but the amazon price is definitely fair. Also the outside is a glossy front and back instead of the matte finish that I usually like in a lot of Apress books, but thats a minor inconvenience.
2 internautes sur 3 ont trouvé ce commentaire utile 
Good but many blanks 23 mars 2012
Par Gordio - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
(My background: I learned programming and Objective C full time starting a month ago.)

This book is good, but it seems to have patches of missing information that makes it hard for the beginner. For example, there's a part on Chapter 4 where it tells you to define what the "scoreLabel" and "totalTime" do, but the book never told you to declare it! It assumes you figure that out on your own, which is unfair for beginners. Another example in chapter 4, he teaches you how to add the lines to include soundtrack, but it is implied that you put it in the -(id) init block. These are instructions that should've been clearer but rely on the reader to figure this out on his own.

Fortunately if you're a beginner and want to reaaaally want to read this book, your best bet is to always refer to the downloadable source codes supplied by Apress website, which are very complete. The author supplies source code for each lesson of the chapter (as opposed to one final code of the entire chapter), which is more thoughtful than some other books.
Making games is much easier with this book 15 octobre 2013
Par Kamil Brzezinski - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
I had some experineced with cocos2d when I was getting this book. After reading it I have just clean up all the mess in my head about cocos2d development. It's very useful and I'm really happy that I spend some time reading "Learn cocos2d Game Development with iOS 5". I can recommend this book for beginners and a bit experienced in game development.
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