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Cocos2d for iPhone 1 Game Development Cookbook, by Nathan Burba

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Over 100 recipes for iOS 2D game development using Cocos2d for iPhone.
- Discover advanced Cocos2d, OpenGL ES, and iOS techniques spanning all areas of the game development process
- Learn how to create top-down isometric games, side-scrolling platformers, and games with realistic lighting
- Full of fun and engaging recipes with modular libraries that can be plugged into your project
In Detail
Cocos2d for iPhone is a robust but simple-to-use 2D game framework for iPhone. It is easy to use, fast, flexible, free, and App Store approved. More than 2500 App Store games already use it, including many best-seller games. Do you want to take your cocos2d game development skills to the next level and become more professional in cocos2d game design?
Cocos2d for iPhone 1 Game Development Cookbook will help you reach that next level. You will find over 100 recipes here that explain everything from the drawing of a single sprite to AI pathfinding and advanced networking. Full working examples are emphasized.
Starting with the first chapter, Graphics, you will be taken through every major topic of game development. You will find both simple and complex recipes in the book.
Each recipe is either a solution to a common problem (playing video files, accelerometer steering) or a cool advanced technique (3D rendering, textured polygons).
This cookbook will have you creating professional quality iOS games quickly with its breadth of working example code.
What you will learn from this book
- Render, manipulate, animate, and optimize Cocos2d sprites, primitives and particles
- Learn advanced graphical techniques including 2D lighting, rendering textured polygons, and drawing 3D primitive shapes
- Use third party libraries for data, networking, and more
- Gain a deep understanding of the Box2D physics engine
- Create multiplayer networked games and games with intelligent AI actors
- Learn tips, tricks, and best practices used by professional game developers
Approach
This book is full of fun and engaging recipes with modular libraries that can be plugged into your project. Each recipe consists of explained code accompanied by screenshots for your understanding.
Who this book is written for
If you want to elevate your basic Cocos2d project to the next level, this is the book for you. Some understanding of Objective-C and Cocos2d is recommended. People with some programming experience may also find this book useful.
- Sales Rank: #2353054 in Books
- Published on: 2011-12-15
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 1.01" w x 7.50" l, 1.68 pounds
- Binding: Paperback
- 446 pages
Review
"One word: Essential. There are so many questions answered in this book that I have had floating around in my head, the time savings already dramatically outweighs the small cost of the book. I'd also say it is very appropriate for all proficiency levels Beginner to Advanced."-Kyle Newsome, BitWit Games, creator of Pixel Fighters
"In a few pages, you'd already given me about a dozen approaches I want to start playing with. I really enjoy your clear, minimalist style. You don't need ten pages to explain an idea when a paragraph will do. Perfect! This is definitely on my list of 'must have' cocos2D books."-Paul Nygard, Troll Cave Games, creator of�Letter Mole
"Definitely a must for every cocos2d developer."-Anton Gregorn, RenderPlace (renderplace.com), creator of�Draw and Show
"It's a fascinating tour through the hidden nooks of cocos2d, OpenGL and the iOS SDK."-Tim Knauf, Launching Pad Games, creator of�Zoo Lasso
"This is a great book and saves loads of digging around in the forum for things I suspect/know are there but not tagged."-Chris Wilson, creator of�Super Turbo Action Pig�(abitofcode.com)
From the Author
Over one year in the making; This book includes the full code of over 100 recipes built using XCode 4 and iOS 5.This is designed to be the ultimate 2D game development book. Every major area of game development is covered.
About the Author
Nathan Burba�is a game developer, student, producer, and entrepreneur. He graduated from Ithaca College with a BA in Computer Science in 2008 and began working toward an MFA in Interactive Media at the University of Southern California School of Cinematic Arts in 2011. He founded Logical Extreme Studios LLC in 2012.
Most helpful customer reviews
5 of 5 people found the following review helpful.
Samples alone are worth every dime!
By Brad
There's tons of samples in this book that cover a diverse set of topics in Cocos2d.
Having been in the Cocos2d forums for over 2 years, I know that most of these samples touch base with complex topics that *will* be of value to almost every cocos2d developer.
Here's link to video overviews of each chapter on YouTube. In short - GET THIS BOOK!
Cocos2d for iPhone 1 Game Development Cookbook
Chapter 1 - Graphics
[...]
Chapter 1 - User Input
[...]
Chapter 3 - Files and Data
[...]
Chapter 4 - Physics
[...]
Chapter 5 - Scenes and Menus
[...]
Chapter 6 - Audio
[...]
Chapter 7 - AI and Logic
[...]
Chapter 8 - Tips and Tricks
[...]
Chapter 9 - Ads, Networking and Social (Extra via email)
[...]
1 of 1 people found the following review helpful.
Don't waste time with others.
By randallto
Coming from c# web apps as my day job, this iOS programming is challenging to grasp. I have spent the last 2 months going back and forth between easy to use frameworks or learning iOS with Cocos and xCode GUI. The easy to use, pay for, frameworks all have serious issues outside of their example projects and waste more time than just learning Cocos2D and Objective-C where things work correctly. So I have gone back to using xCode again.
I have bought many of the other books on this subject. I have to congratulate that this is the only book out there, out of the many I have tried, where all the examples actually built and worked on the simulator and on the phone without a glitch. All of them. All the other books you are lucky if the examples build without many errors, then if they do they don't display on the simulator or phone. I consider them tax write offs. You really want the examples to work because you can't copy and paste code correctly from ebooks and retyping every last letter is really to no benefit unless you are also learning to type at the same time.
The authoring is right to point and by example. It is a combination of many small examples of how to's.
For example, one of the many things on my bucket list was to be able to drag objects around smoothly using physics and a mouse joint.
That is one of the many small examples in the book. And it actually worked professionally right out of the box.
I have also gone through many Googled up internet examples and most of them are partial, don't work and/or are outdated. Or they were surrounded with too much code not relevant to want you where searching for, hence making it very hard to learn by example.
2 of 2 people found the following review helpful.
Buy it now. No, seriously. Buy it now.
By Alex Curylo
We absolutely guarantee that just about anyone will find the book worth way more than its price in time saved. To see for yourself, head over to the book's website -- [...] -- and check out the Explore The Book section for videos and explanations of the recipes in each ... and download the demo apps. Yep, the demo apps, there's free demo apps up on the store for you to check out the recipes in action: check them out at [...] and see for yourself how to *really* support a book!
Also check out the book's thread on the cocos2d-iphone forums for some subtle understated commentary like
* "This book looks like it is going to be a requirement in every developer's library!"
* "Ok, I have read a handful of recipes and I am completely sold. This is an awesome book."
* "...every developer needs to have this book."
* "this book is an absolute must for anyone developing cocos2d apps."
* "Great book, instant buy!"
Gee, gushing much? But it actually does deserve all that and more. Let us take the very first recipe, "Drawing sprites". Oh for crying out loud, you think, how does that merit a recipe? Is this thing going to be full of fluff I already know? Well, no actually, that simple sounding recipe goes over drawing from files, images, textures, and frames; explains mipmapping and batch nodes; and tops it off with colorizing rectangles. Well, that is pretty good for a first recipe, isn't it now.
The first graphics chapter goes on to cover not only common drawing and animating but movie playing, particle effects, simple 3D effects, texture animation, palette swapping, screenshots, parallax, and lighting. Pretty much a worthwhile purchase already, and we're barely started!
Second chapter covers user input of varying types, including virtual joysticks, d-pads, and accelerometer; nothing too novel here, but useful time savers here if you're newish to cocos2d.
Third chapter covers data management; reading and saving plist/JSON/XML ... and even SQLite and Core Data. Probably not much completely new to you here either, but the details of working with sprites and the like are handy.
Fourth chapter is on physics and is a particularly valuable one for those of us weak on the background there; focusing on Box2D, takes you from basic setup through impulses and forces to joints, bullets, ropes, and ending up with a 2.5D isometric game engine! That's a pretty standout one there.
Fifth chapter, `Scenes and Menus', is mostly pretty straightforward but still handy code. The sliding menu grid and minimap are particularly nice.
Sixth chapter, "Audio" is another notably useful one, nice explanations of sound manipulating, positioning, metering, recording, iPod library usage, and finishing up with creating a MIDI synthesizer with MobileSynth and then speech recognition/synthesis.
Seventh chapter, "AI and Logic" is well-nigh invaluable for those without a background in it; basic waypoints, targeting, line of sight, flocking, pathfinding (the "in a Box2D world" getting special mention, good luck figuring that one out without some help!) and finishing off with discussion of Lua integration.
We figured the last chapter "Tips, Tools, and Ports" was a bit weaker; the tools picked here mostly aren't up to the currently regarded best of breed mentioned in yesterday's roundup, and the cocos2d-x and cocos3d intros were too short to really be of much use. But hey, still worth a read.
Closest thing we have to a real complaint is that you have to email the author to get the extra chapter which was omitted from the print versions; really, how hard would it be to put it as an addenda in the electronic versions most of us are going to be buying anyways? But hey, if mild inconvenience is the worst whine we can come up with, that's pretty solid.
So, yeah. We pretty much can't imagine anyone developing with cocos2d who won't find something in here well worth the price; for those just starting out it might be a bit over your head, but it would make a perfect second step after one of the introductory books or our starting recommendation --[...]/ -- so buy it now!
See all 41 customer reviews...
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