Book Image

iPhone Game Blueprints

By : Igor Uduslivii
Book Image

iPhone Game Blueprints

By: Igor Uduslivii

Overview of this book

Designing and selling games on the iOS platform has become a phenomenon ever since the introduction of the App Store. With mobile gaming taking the World by storm, users are indulging in all different types of games. iPhone Game Blueprints is a hands on guide to both inspire and help developers, graphic designers, and game enthusiasts to create their own games for iOS devices. Taking a selection of iPhone game "styles" we will learn how to set the foundation and essential functionality for each game. Including thorough explanations of popular games such as puzzles, arcades, and adventures, as well as useful theoretical and technical concepts. iPhone Game Blueprints is your complete guide to creating great iPhone games, from a simple gesture game to a classic shoot 'em up. iPhone Game Blueprints guides you through the universe of mobile games, starting with the overall information about game ideas, ergonomic aspects, and much more. Then it switches to a description of each particular game type, presenting ready-to-use ideas and applications. This book will take you through a selection of iPhone game styles and show how to create the foundation and essential functionality for a game of that genre.The examples in this book are only the beginning. Including a deluge of practical tips, focusing on the best approach to game design, not forgetting to mention the pitfalls. iPhone Game Blueprints will give you the blueprints of several mobile game's essentials cores. Whether you're just getting started with gaming, or want to try a whole different genre of game, these blueprints are everything you need.
Table of Contents (16 chapters)
iPhone Game Blueprints
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Seeing real unreal


The meaning of augmented reality (AR) can be derived from the name itself: a reality that is augmented (enriched) by some sort of digital media. The process takes place in real time. It is interactive. The computer-generated elements are tightly connected with fragments of objective physical reality and have some specific reactions to them.

The following figure provides a schematic presentation of AR:

For example, when a system recognizes some landmarks in the game scene, it shows a textual description, plays a video, or displays some sort of 3D content. This information is strongly connected to a specific object, marker, or location.

To interact with AR, special devices are needed such as a computer system with a mounted camera, and some additional sensors may be required. The most advanced example is a heavy, head-mounted display. Most of them are pretty expensive and not easy enough to use everyday, especially outdoors. Fortunately, there is another example, that is, modern...