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  • Book Overview & Buying iOS 9 Game development Essentials
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iOS 9 Game development Essentials

iOS 9 Game development Essentials

By : Gaffney
2.2 (5)
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iOS 9 Game development Essentials

iOS 9 Game development Essentials

2.2 (5)
By: Gaffney

Overview of this book

Game development has always been a combination of programming and art, and mobile game development is no exception to this rule. The iOS platform has been both a staple in the ever-growing mobile game market, as well as a launching point for many game developers (hobby and career-wise). The features and frameworks available in iOS 9 continue to cater to the synergy of design and computer engineering, using tools that allow developers to take a game idea from concept to application in record time. Whether you are new to iOS and game development as a whole, or are an experienced programmer wanting to learn the latest features of the platform, iOS 9 Game Development Essentials will provide you with crucial insight into this widely used platform. Starting with the Swift programming language, this book gets the ball rolling with code concepts and game-centric code samples right from the get-go, giving you get a solid understanding of Apple’s cutting-edge programming language. The book takes you through iOS game development concepts and introduces the various frameworks that allow you to develop robust, reusable, and intelligent game components in both 2D and 3D game environments.
Table of Contents (10 chapters)
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9
Index

Why is Metal faster than OpenGL ES?


In late 2013, Apple announced the iPhone 5s. Built into the 5s was the A7 Processor, the first 64 bit GPU for the iOS device family. It provided a decent graphical boost compared with prior devices and reflected how GPUs in mobile devices were quickly catching up to gaming consoles released just a few years prior. OpenGL, though a staple in low-level graphics APIs, didn't squeeze the most out of the A7 chip.

Seen in the next diagram, the interaction between the CPU and GPU doesn't always perform the optimal way we'd want it to for our games.

Be it textures, shaders, or render targets, draw calls use their own state vector. The CPU via the low-level API uses much of that time verifying the state of the draw call. This process is very expensive for the CPU. What happens is that in many cycles, the GPU is sitting idle, waiting for the CPU to finish its past instruction. Here's what's taking up all of that time in the API:

  • State validation: Confirming API usage...

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Tech Concepts
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