TY - BOOK AU - Gaffney,Chuck TI - IOS 9 game development essentials: design, build, and publish an iOS game from scratch using the stunning features of iOS 9 T2 - Community experience distilled SN - 9781784399115 AV - QA76.774.I67 U1 - 004.167 23 PY - 2015/// CY - Birmingham PB - Packt Publishing KW - iOS (Electronic resource) KW - IOS (Electronic resource) KW - fast KW - Computer games KW - Programming KW - iPhone (Smartphone) KW - Mobile apps KW - Design KW - Mobile computing KW - Jeux d'ordinateur KW - Programmation KW - Conception KW - Informatique mobile KW - COMPUTERS KW - Computer Literacy KW - bisacsh KW - Computer Science KW - Data Processing KW - Hardware KW - General KW - Information Technology KW - Machine Theory KW - Reference KW - Electronic books N1 - Includes index; String indicesCommenting in Swift; Boolean; Ints, UInts, floats, and doubles; Integers and unsigned integers; Floats and doubles; Objects in Swift; Type safety and type inference; Optionals; Unwrapping optionals; Optional binding and chaining; Control flow in Swift; If statements; For loops; Do-while loops; Switch statements; Functions and classes; Functions; Tuples; Classes; Summary; Chapter 2: Structuring and Planning a Game Using iOS 9 Storyboards and Segues; Model-View-Controller; An iOS app's lifecycle; The main() function; The UIApplication class/object; The AppDelegate class; View controllersView controller types; Storyboards and segues; Segues; Storyboards versus coding; Summary; Chapter 3: SpriteKit and 2D Game Design; A brief history of iOS game development engines; The game loop; Tile game -- SwiftSweeper; What is SwiftSweeper?; Creating our SpriteKit game; An overview of the SpriteKit structure and objects; Scene transitions and the choice of code, storyboards, and/or SKS files; An SKTransition example; A SKScene/storyboard example; SKScene transitions with SKS files; Assets, sprites, and icons; Sprite atlases and animating sprites; Creating our game logic; GameBoardPutting it all together in GameScene.swift; DemoBots; Summary; Chapter 4: SceneKit and 3D Game Design; SceneKit basics and working with nodes; SpriteKit / SceneKit interactivity; The issue with inheritance-based structuring and game design; Our first SceneKit scene -- the Xcode template; SceneKit project flow and structure; SceneKit Debugging Options; Handling user input in SceneKit; SceneKit features introduced in iOS 9 / Xcode 7; Audio nodes and 3D sound; Ambience and music; SpriteKit scene transitions in SceneKit; Fox demo; Particle systems; Placing particles into our pioscene; SpriteKitSceneKit; Introducing SceneKit and SpriteKit physics; Visually composed game scenescgs; Summary; Chapter 5: GameplayKit; Entities and components; Using GKEntity and GKComponent objects in our games; State machines; Agents, goals, and behaviors; Pathfinding; MinMaxAI; Random sources; Rule systems; Summary; Chapter 6: Exhibit the Metal in Your Game; The Apple Metal API and the graphics pipeline; CPU/GPU framework levels; Graphics pipeline overview; What are shaders?; Types of shaders; Why is Metal faster than OpenGL ES?; The basic Metal object/code structure; Summary UR - https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1092627 ER -