Books & Videos

Table of Contents

  1. Chapter 1 Laying Out a Game

    1. Laying Out Your Engine

    2. Creating an Inheritance-Based Game Layout

    3. Creating a Component-Based Game Layout

    4. Calculating Delta Times

    5. Detecting When the User Enters and Exits Your Game

    6. Updating Based on a Timer

    7. Updating Based on When the Screen Updates

    8. Pausing a Game

    9. Calculating Time Elapsed Since the Game Start

    10. Working with Closures

    11. Writing a Method That Calls a Closure

    12. Working with Operation Queues

    13. Performing a Task in the Future

    14. Making Operations Depend on Each Other

    15. Filtering an Array with Closures

    16. Loading New Assets During Gameplay

    17. Adding Unit Tests to Your Game

    18. 2D Grids

  2. Chapter 2 Views and Menus

    1. Working with Storyboards

    2. Creating View Controllers

    3. Using Segues to Move Between Screens

    4. Using Constraints to Lay Out Views

    5. Adding Images to Your Project

    6. Slicing Images for Use in Buttons

    7. Using UI Dynamics to Make Animated Views

    8. Moving an Image with Core Animation

    9. Rotating an Image

    10. Animating a Popping Effect on a View

    11. Theming UI Elements with UIAppearance

    12. Rotating a UIView in 3D

    13. Overlaying Menus on Top of Game Content

    14. Designing Effective Game Menus

  3. Chapter 3 Input

    1. Detecting When a View Is Touched

    2. Responding to Tap Gestures

    3. Dragging an Image Around the Screen

    4. Detecting Rotation Gestures

    5. Detecting Pinching Gestures

    6. Creating Custom Gestures

    7. Receiving Touches in Custom Areas of a View

    8. Detecting Shakes

    9. Detecting Device Tilt

    10. Getting the Compass Heading

    11. Accessing the User’s Location

    12. Calculating the User’s Speed

    13. Pinpointing the User’s Proximity to Landmarks

    14. Receiving Notifications When the User Changes Location

    15. Looking Up GPS Coordinates for a Street Address

    16. Looking Up Street Addresses from the User’s Location

    17. Using the Device as a Steering Wheel

    18. Detecting Magnets

    19. Utilizing Inputs to Improve Game Design

  4. Chapter 4 Sound

    1. Playing Sound with AVAudioPlayer

    2. Recording Sound with AVAudioRecorder

    3. Working with Multiple Audio Players

    4. Cross-Fading Between Tracks

    5. Synthesizing Speech

    6. Getting Information About What the Music App Is Playing

    7. Detecting When the Currently Playing Track Changes

    8. Controlling Music Playback

    9. Allowing the User to Select Music

    10. Cooperating with Other Applications’ Audio

    11. Determining How to Best Use Sound in Your Game Design

  5. Chapter 5 Data Storage

    1. Saving the State of Your Game

    2. Storing High Scores Locally

    3. Using iCloud to Save Games

    4. Using the iCloud Key-Value Store

    5. Loading Structured Information

    6. Deciding When to Use Files or a Database

    7. Managing a Collection of Assets

    8. Storing Information in NSUserDefaults

    9. Implementing the Best Data Storage Strategy

    10. In-Game Currency

  6. Chapter 6 2D Graphics and Sprite Kit

    1. Getting Familiar with 2D Math

    2. Creating a Sprite Kit View

    3. Creating a Scene

    4. Adding a Sprite

    5. Adding a Text Sprite

    6. Determining Available Fonts

    7. Including Custom Fonts

    8. Transitioning Between Scenes

    9. Moving Sprites and Labels Around

    10. Adding a Texture Sprite

    11. Creating Texture Atlases

    12. Using Shape Nodes

    13. Using Blending Modes

    14. Using Image Effects to Change the Way That Sprites Are Drawn

    15. Using Bézier Paths

    16. Creating Smoke, Fire, and Other Particle Effects

    17. Shaking the Screen

    18. Animating a Sprite

    19. Parallax Scrolling

    20. Creating Images Using Noise

  7. Chapter 7 Physics

    1. Reviewing Physics Terms and Definitions

    2. Adding Physics to Sprites

    3. Creating Static and Dynamic Objects

    4. Defining Collider Shapes

    5. Setting Velocities

    6. Working with Mass, Size, and Density

    7. Creating Walls in Your Scene

    8. Controlling Gravity

    9. Keeping Objects from Falling Over

    10. Controlling Time in Your Physics Simulation

    11. Detecting Collisions

    12. Finding Objects

    13. Working with Joints

    14. Working with Forces

    15. Adding Thrusters to Objects

    16. Creating Explosions

    17. Using Device Orientation to Control Gravity

    18. Dragging Objects Around

    19. Creating a Car

  8. Chapter 8 3D Graphics

    1. Working with 3D Math

    2. Creating a GLKit Context

    3. Drawing a Square Using OpenGL

    4. Loading a Texture

    5. Drawing a Cube

    6. Rotating a Cube

    7. Moving the Camera in 3D Space

  9. Chapter 9 Intermediate 3D Graphics

    1. Loading a Mesh

    2. Parenting Objects

    3. Animating a Mesh

    4. Batching Draw Calls

    5. Creating a Movable Camera Object

  10. Chapter 10 Advanced 3D Graphics

    1. Understanding Shaders

    2. Working with Materials

    3. Texturing with Shaders

    4. Lighting a Scene

    5. Using Normal Mapping

    6. Making Objects Transparent

    7. Adding Specular Highlights

    8. Adding Toon Shading

  11. Chapter 11 Scene Kit

    1. Setting Up for Scene Kit

    2. Creating a Scene Kit Scene

    3. Showing a 3D Object

    4. Working with Scene Kit Cameras

    5. Creating Lights

    6. Animating Objects

    7. Working with Text Nodes

    8. Customizing Materials

    9. Texturing Objects

    10. Normal Mapping

    11. Constraining Objects

    12. Loading COLLADA Files

    13. Using 3D Physics

    14. Adding Reflections

    15. Hit-Testing the Scene

  12. Chapter 12 Artificial Intelligence and Behavior

    1. Making Vector Math Nicer in Swift

    2. Making an Object Move Toward a Position

    3. Making Things Follow a Path

    4. Making an Object Intercept a Moving Target

    5. Making an Object Flee When It’s in Trouble

    6. Making an Object Decide on a Target

    7. Making an Object Steer Toward a Point

    8. Making an Object Know Where to Take Cover

    9. Calculating a Path for an Object to Take

    10. Finding the Next Best Move for a Puzzle Game

    11. Determining If an Object Can See Another Object

    12. Using AI to Enhance Your Game Design

  13. Chapter 13 Networking and Social Media

    1. Using Game Center

    2. Getting Information About the Logged-in Player

    3. Getting Information About Other Players

    4. Making Leaderboards and Challenges with Game Center

    5. Finding People to Play with Using Game Center

    6. Creating, Destroying, and Synchronizing Objects on the Network

    7. Interpolating Object State

    8. Handling When a Player Disconnects and Rejoins

    9. Making Turn-Based Gameplay Work with Game Kit

    10. Sharing Text and Images to Social Media Sites

    11. Storing Saved Games in Game Center

    12. Implementing iOS Networking Effectively

    13. Implementing Social Networks Effectively

  14. Chapter 14 Game Controllers and External Screens

    1. Detecting Controllers

    2. Getting Input from a Game Controller

    3. Showing Content via AirPlay

    4. Using External Screens

    5. Designing Effective Graphics for Different Screens

    6. Dragging and Dropping

  15. Chapter 15 Performance and Debugging

    1. Improving Your Frame Rate

    2. Making Levels Load Quickly

    3. Dealing with Low-Memory Issues

    4. Tracking Down a Crash

    5. Working with Compressed Textures

    6. Working with Watchpoints

    7. Logging Effectively

    8. Creating Breakpoints That Use Speech