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Books > Computing & IT > Computer programming > General

Game Programming for Artists (Hardcover): Jarryd Huntley, Hanna Brady Game Programming for Artists (Hardcover)
Jarryd Huntley, Hanna Brady
R3,942 Discovery Miles 39 420 Ships in 12 - 17 working days

Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!

HTML5 Game Development from the Ground Up with Construct 2 (Hardcover): Roberto Dillon HTML5 Game Development from the Ground Up with Construct 2 (Hardcover)
Roberto Dillon
R5,133 Discovery Miles 51 330 Ships in 12 - 17 working days

Written for the new generation of hobbyists and aspiring game developers, HTML5 Game Development from the Ground Up with Construct 2 shows you how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. The book also covers the foundational knowledge of game analysis and design based on the author's research and teaching experiences at DigiPen Institute of Technology, James Cook University, and other institutions. The author first helps you understand what really matters in games. He guides you in becoming a better game designer from the ground up, being able to play any game critically, and expressing your ideas in a clear and concise format. The book then presents step-by-step tutorials on designing games. It explains how to build an arcade-style game as well as a platformer integrating some physics elements. It also shows you how to create a more complex puzzle game the author's own published game, Turky on the Run. Lastly, the book discusses different ways to deploy and monetize games across several platforms, including Facebook, iOS, Android, and web-based marketplaces. Sample Construct 2 project files for the games designed in the book are available on the author's website. Integrating hands-on guidance with theoretical game design concepts, this book gives you a solid foundation in game development. It will help you advance in your journey as an indie game developer.

The New Web Typography - Create a Visual Hierarchy with Responsive Web Design (Hardcover): Stephen Boss, Jason Cranford Teague The New Web Typography - Create a Visual Hierarchy with Responsive Web Design (Hardcover)
Stephen Boss, Jason Cranford Teague
R5,277 Discovery Miles 52 770 Ships in 12 - 17 working days

With a vast selection of typefaces now available, there is no excuse for using boring typography in web design. The New Web Typography: Create a Visual Hierarchy with Responsive Web Design shows you how to implement web-safe fonts to create visually appealing and multi-browser-friendly websites while encouraging you to develop designs that express your own unique typographic voice. This book discusses general principles for choosing typefaces for on-screen display and tips for creating a visual hierarchy that works on monitors, tablets, and smartphones. It shares some of the authors' personal experiences to illustrate situations where one font would be more effective than another in giving readers an optimized experience that includes quick download times and an overall aesthetically pleasing presentation. Since good typography is good web design, font selection is a critical aspect of web design. The New Web Typography is more than a simple overview of web typography. It provides practical advice and examples that help you make good decisions in choosing fonts for web design.

Full Stack Serverless - Modern Application Development with React, AWS, and GraphQL (Paperback): Nader Dabit Full Stack Serverless - Modern Application Development with React, AWS, and GraphQL (Paperback)
Nader Dabit
R1,337 R1,108 Discovery Miles 11 080 Save R229 (17%) Ships in 12 - 17 working days

With a new generation of services and frameworks, frontend and mobile developers can use their existing skill set to build full stack applications by leveraging the cloud. Developers can build robust applications with production-ready features such as authentication, APIs, data layers, machine learning, chatbots, and AR scenes more easily than ever by taking advantage of these new serverless and cloud technologies. This practical guide explains how. Nader Dabit, developer advocate at Amazon Web Services, shows developers how to build full stack applications using React, AWS, GraphQL, and the Amplify Framework. You'll learn how to create and incorporate services into your client applications while exploring general best practices, deployment strategies, continuous integration and delivery, and rich media management along the way. Learn how to build applications that solve real problems Understand what is (and isn't) possible when using these technologies Examine how authentication works-and learn the difference between authentication and authorization Discover how serverless functions work and why they're important Use GraphQL in your application-and learn why it's important Learn how to build full stack applications on AWS

Location-Based Gaming - Play in Public Space (Hardcover, 1st ed. 2019): Dale Leorke Location-Based Gaming - Play in Public Space (Hardcover, 1st ed. 2019)
Dale Leorke
R2,705 Discovery Miles 27 050 Ships in 12 - 17 working days

Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with 'locative media' technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players' location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokemon Go and its incorporation into 'smart city' strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players' engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

HTML5 Mobile Websites - Turbocharging HTML5 with jQuery, Sencha Touch, and Other Frameworks (Hardcover): Matthew David HTML5 Mobile Websites - Turbocharging HTML5 with jQuery, Sencha Touch, and Other Frameworks (Hardcover)
Matthew David
R5,277 Discovery Miles 52 770 Ships in 12 - 17 working days

Build HTML5-powered mobile web experiences with the aid of development frameworks that speed the development of Native App-like experiences. Build on your foundation of HTML and JavaScript with a complete understanding of the different mobile Web browser technologies. You get carefully detailed techniques that are illustrated in full color so you can leverage the Web technologies unique to each mobile browser, apply frameworks such as Sencha Touch to rapidly build out your designs, and design techniques expressly suited for tablet devices. Projects provide hands-on practice and code is provided on the companion website, www.visualizetheweb.com.

Blender for Animation and Film-Based Production (Hardcover): Michelangelo Manrique Blender for Animation and Film-Based Production (Hardcover)
Michelangelo Manrique
R5,280 Discovery Miles 52 800 Ships in 12 - 17 working days

See Why Blender Is Right for Your Studio's Pipeline Blender for Animation and Film-Based Production explores why Blender is ideal for animation films. It demonstrates Blender's capability to do the job in each production department. Whether you are a beginner or more advanced user, you'll see why Blender should be taken into consideration in animation and film production. This Blender reference will help you: Manage your projects from start to finish Understand the different stages in any animation production See how studios work and develop their animation projects Describing the versatility and power of Blender, the book shows you why studios should incorporate Blender in their pipeline. It avoids tedious tutorials and incomprehensible examples. Instead, the book guides you toward finding efficient solutions for issues with your production files or pipeline. It familiarizes you with the animation industry and explores the risks involved in choosing Blender as a primary tool in animation studios.

Science Fiction Video Games (Hardcover): Neal Roger Tringham Science Fiction Video Games (Hardcover)
Neal Roger Tringham
R5,317 Discovery Miles 53 170 Ships in 12 - 17 working days

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction GamesThe beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

Java in easy steps (Paperback, 7th ed.): Mike McGrath Java in easy steps (Paperback, 7th ed.)
Mike McGrath
R360 Discovery Miles 3 600 Ships in 12 - 17 working days
Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover): Ann Latham Cudworth Extending Virtual Worlds - Advanced Design for Virtual Environments (Hardcover)
Ann Latham Cudworth
R5,440 Discovery Miles 54 400 Ships in 12 - 17 working days

Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.

Designing Apps for Success - Developing Consistent App Design Practices (Hardcover): Matthew David, Chris Murman Designing Apps for Success - Developing Consistent App Design Practices (Hardcover)
Matthew David, Chris Murman
R5,428 Discovery Miles 54 280 Ships in 12 - 17 working days

In the world of web design, if one wants to create a successful web site, one needs an effective content strategy. Return on Engagement shows web designers and developers how to implement an effective content strategy and how to stay ahead in the rapidly changing industry of web design. It presents best practices in terms of web design through a marketing function: content strategy, SEO, social media marketing, and success measurement to help web designers implement a strategy that ensures success for the site they are building. Return on Engagement shows web designers and developers how to not just design an aesthetically pleasing, functional website. This book shows those professionals how to implement marketing strategies and analysis into their website, thus ensuring its success. Nearly 3 years since the previous edition published, new best practices have been formed. Tools in which web developers use to analyze website metrics have advanced. New social media networks and communities have cropped up. New research in how audiences read and receive content has been done, subsequently refining best digital marketing practices. Return on Engagement features a step-by-step breakdown of how to use new tools, techniques, and technologies. The new edition also includes updated case studies of industry leaders who implement best practices on projects. Return on Engagement also features a regularly updated companion site that offers readers sample content, easy sharing tools, and web-based resources to help measure marketing viability of web properties.

A Programmer's Companion to Algorithm Analysis (Hardcover): Ernst L. Leiss A Programmer's Companion to Algorithm Analysis (Hardcover)
Ernst L. Leiss
R5,574 Discovery Miles 55 740 Ships in 12 - 17 working days

Until now, no other book examined the gap between the theory of algorithms and the production of software programs. Focusing on practical issues, A Programmer's Companion to Algorithm Analysis carefully details the transition from the design and analysis of an algorithm to the resulting software program. Consisting of two main complementary parts, the book emphasizes the concrete aspects of translating an algorithm into software that should perform based on what the algorithm analysis indicated. In the first part, the author describes the idealized universe that algorithm designers inhabit while the second part outlines how this ideal can be adapted to the real world of programming. The book explores analysis techniques, including crossover points, the influence of the memory hierarchy, implications of programming language aspects, such as recursion, and problems arising from excessively high computational complexities of solution methods. It concludes with four appendices that discuss basic algorithms; memory hierarchy, virtual memory management, optimizing compilers, and garbage collection; NP-completeness and higher complexity classes; and undecidability in practical terms. Applying the theory of algorithms to the production of software, A Programmer's Companion to Algorithm Analysis fulfills the needs of software programmers and developers as well as students by showing that with the correct algorithm, you can achieve a functional software program.

The Art of Fluid Animation (Hardcover): Jos Stam The Art of Fluid Animation (Hardcover)
Jos Stam
R5,281 Discovery Miles 52 810 Ships in 12 - 17 working days

Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.

The Indie Game Developer Handbook (Hardcover): Richard Hill-Whittall The Indie Game Developer Handbook (Hardcover)
Richard Hill-Whittall
R4,987 Discovery Miles 49 870 Ships in 12 - 17 working days

The indie game developer's complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development

Design and Implementation of 3D Graphics Systems (Hardcover): Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa Design and Implementation of 3D Graphics Systems (Hardcover)
Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa
R5,144 Discovery Miles 51 440 Ships in 12 - 17 working days

Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.

Vintage Game Consoles - An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time... Vintage Game Consoles - An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time (Hardcover)
Bill Loguidice, Matt Barton
R5,146 Discovery Miles 51 460 Ships in 12 - 17 working days

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors own lifelong experience with videogames, Vintage Game Consoles explores each system s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy s Underdog Computer, written with Boisy G. Pitre. He s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he s author of Dungeons and Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great

A Practical Guide to Indie Game Marketing (Hardcover): Joel Dreskin A Practical Guide to Indie Game Marketing (Hardcover)
Joel Dreskin
R5,120 Discovery Miles 51 200 Ships in 12 - 17 working days

Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets Book also includes marketing checklist 'cheat sheets', dos and don ts and additional resources

Game Design Theory - A New Philosophy for Understanding Games (Hardcover): Keith Burgun Game Design Theory - A New Philosophy for Understanding Games (Hardcover)
Keith Burgun
R5,121 Discovery Miles 51 210 Ships in 12 - 17 working days

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.

Game Feel - A Game Designer's Guide to Virtual Sensation (Hardcover): Steve Swink Game Feel - A Game Designer's Guide to Virtual Sensation (Hardcover)
Steve Swink
R5,148 Discovery Miles 51 480 Ships in 12 - 17 working days

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

Writing Windows VxDs and Device Drivers (Hardcover, 2nd edition): Karen Hazzah Writing Windows VxDs and Device Drivers (Hardcover, 2nd edition)
Karen Hazzah
R5,411 Discovery Miles 54 110 Ships in 12 - 17 working days

Software developer and author Karen Hazzah expands her original treatise on device drivers in the second edition of Writing Windows VxDs and Device Drivers. The book and companion disk include the author's library of wrapper functions that allow the progr

Flash Advertising - Flash Platform Development of Microsites, Advergames and Branded Applications (Hardcover): Jason Fincanon Flash Advertising - Flash Platform Development of Microsites, Advergames and Branded Applications (Hardcover)
Jason Fincanon
R5,432 Discovery Miles 54 320 Ships in 12 - 17 working days

Create awe-inspiring, mind-blowing Flash ads, microsites, advergames, and branded applications that engage consumers and demonstrate their worth to clients. Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for: Mastering the myriad of ad specs, deadlines, quality and version control issues Creating ads that balance campaign goals with design constraints Preparing and building ads with team and QC standards Using forms and data in ads without file bloat File optimization techniques for swf files 3rd party rich media technologies that transcend the 30k banner Integrating video into sites and banners Social media applications Trafficking and tracking ads for impressions, interactions, clicks, and conversions Using ActionScript to save development time and implement team standardsPublished projects developed with the practices and AS code presented in the book are available on the companion website http://www.flashadbook.com

Creating Games with Unity and Maya - How to Develop Fun and Marketable 3D Games (Hardcover): Adam Watkins Creating Games with Unity and Maya - How to Develop Fun and Marketable 3D Games (Hardcover)
Adam Watkins
R5,024 Discovery Miles 50 240 Ships in 12 - 17 working days

Unity brings you ever closer to the "author once, deploy anywhere" dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there. Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment. This accessible guide provides a "non-programmer" entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first- and third-person interactions.

Real Sound Synthesis for Interactive Applications (Hardcover): Perry R. Cook Real Sound Synthesis for Interactive Applications (Hardcover)
Perry R. Cook
R5,429 Discovery Miles 54 290 Ships in 12 - 17 working days

Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices. Links to code examples and sound files can be found on the Downloads/Updates tab.

Create 2D Mobile Games with Corona SDK - For iOS and Android (Hardcover): David Mekersa Create 2D Mobile Games with Corona SDK - For iOS and Android (Hardcover)
David Mekersa
R5,418 Discovery Miles 54 180 Ships in 12 - 17 working days

Corona SDK is one of the most powerful tools used to create games and apps for mobile devices. The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format: Contains step-by-step directions complete with coding and screenshots Is filled with tutorials, tips, and links to useful online resources Includes a comprehensive companion website featuring online exercise files to practice coding, full build samples from the text, additional book details, and more!

iOS Game Programming with Xcode and Cocos2d (Hardcover): Justin Dike iOS Game Programming with Xcode and Cocos2d (Hardcover)
Justin Dike
R5,461 Discovery Miles 54 610 Ships in 12 - 17 working days

This book is written by a professional instructor and founder of CartoonSmart.com, a company specializing in new media tutorials for nearly a decade. The book is a start-to-finish guide for anyone looking to begin iOS development using Cocos2d and Xcode and submit their finished app to Apple. Even if you haven't read code before, you can begin with this book. This book is a handy reference guide, with easy to look-up sections of code snippets, pictures and links to video examples. Features: Code Video examples 5 hours of tutorial videos on Box2d, which can take the reader even further beyond what they learned in the book

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