B. Further Reading

Because this book is primarily an introductory text, it doesn’t delve deeply into some aspects of Open GL game development. When you’re ready for more information, you may find the following books helpful in your journey as a games developer.

Objective-C / iOS

If you have experience in another programming language and would like to learn more about Objective-C or iOS, these resources might help:

Campbell, Duncan. iPhone Application Development for iOS 4: Visual QuickStart Guide (Peachpit Press)

This book focuses on using code to build iOS apps. It provides a level of detail on topics that most books gloss over.

Hillegass, Aaron. Objective-C Programming: The Big Nerd Ranch Guide (Pearson)

Before the iPhone (when not much information was available about Objective-C development), most Objective-C developers called Hillegass’ book the Objective-C bible. Hillegass is the godfather of Mac/iOS authors. If you buy only one other book, make it this one.

OpenGL ES 2.0

If you want to further explore the inner workings of OpenGL ES 2.0, or learn more about shaders or the shader language, you’ll find these books useful:

Munshi, Aaftab. OpenGL ES 2.0 Programming Guide (Addison-Wesley)

I used Munshi’s book as a reference when writing this book. It gives clear and concise examples and explanations. The only caveat is that it isn’t specifically written about OpenGL ES 2.0 on iOS, so the code is in C; but you’ll still find a lot of good information and value here.

Rideout, Phillip. iPhone 3D Programming (O’Reilly)

If you want to take the next step and create 3D games for iOS, this is a great resource. The author focuses on multi-platform development so the code is in C++. Still, this book is well worth adding to your library.

Games Development

This selection of books covers specific aspects of game development, such as math and physics programming for games.

Stahler, Wendy. Beginning Math and Physics for Game Programmers (New Riders)

This is my go-to book when I get stuck with a math problem related to games programming. The book starts slow, includes lots of examples, and vividly clarifies some complicated concepts.

Dalmau, Daniel. Core Techniques and Algorithms in Game Programming (New Riders)

Dalmau’s book covers almost all aspects of game development in depth. The book is used as a textbox in many game development classes because it includes clear explanations that make it easy to digest tough topics.

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