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標(biāo)題: Titlebook: Beginning Swift Games Development for iOS; James Goodwill,Wesley Matlock Book 20151st edition James Goodwill and Wesley Matlock 2015 [打印本頁(yè)]

作者: Jackson    時(shí)間: 2025-3-21 17:04
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作者: Crepitus    時(shí)間: 2025-3-21 20:58

作者: amnesia    時(shí)間: 2025-3-22 04:19

作者: overweight    時(shí)間: 2025-3-22 07:57

作者: Crohns-disease    時(shí)間: 2025-3-22 10:58
Setting Up Your Game Scene and Adding Your First Spritesyou the power to easily animate textured images, play video, render text, and add particle effects. It also includes an integrated physics library. Sprite Kit is the first-ever game engine formally built into the iOS SDK.
作者: TSH582    時(shí)間: 2025-3-22 15:04

作者: DEI    時(shí)間: 2025-3-22 18:57

作者: 種類    時(shí)間: 2025-3-22 22:13

作者: 極大痛苦    時(shí)間: 2025-3-23 02:44

作者: jeopardize    時(shí)間: 2025-3-23 07:06
Creating Your First Scene Kit Projecteek style of game. You will start with some basic 3D code for a portrait-only game. By the end of the chapter, you will have a complete landscape-only 3D game with your hero in the middle of the scene.
作者: seduce    時(shí)間: 2025-3-23 12:47

作者: Communal    時(shí)間: 2025-3-23 15:16
Book 20151st editioning language. And, you‘ll follow the same pattern we used for part 1..After reading and using this book, you‘ll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS enabled device and perhaps sell in the Apple iTunes App Store. .
作者: Mitigate    時(shí)間: 2025-3-23 21:37
ing this book, you‘ll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS enabled device and perhaps sell in the Apple iTunes App Store. .978-1-4842-0400-9
作者: Neuralgia    時(shí)間: 2025-3-23 22:18
James Goodwill and Wesley Matlock 2015
作者: 不自然    時(shí)間: 2025-3-24 03:06
https://doi.org/10.1007/978-3-031-23249-7you the power to easily animate textured images, play video, render text, and add particle effects. It also includes an integrated physics library. Sprite Kit is the first-ever game engine formally built into the iOS SDK.
作者: AWE    時(shí)間: 2025-3-24 10:33
Identities, Youth and Belongingloop and how the order that the scene’s node tree is constructed in can affect the look and interactivity of the nodes. I closed the chapter with a look at a scene’s coordinate system and node anchor points.
作者: 奇怪    時(shí)間: 2025-3-24 12:32

作者: 牙齒    時(shí)間: 2025-3-24 17:50
https://doi.org/10.1007/978-3-319-98503-9pulses and how to add scoring to the game to keep up with the number of orbs the SuperSpaceMan has collected. At the end of the chapter, you got a chance to revisit .s when you added sound to the game.
作者: Wordlist    時(shí)間: 2025-3-24 19:51
Recognizing “Smart Super-Physicists”uilt-in transitions Sprite Kit makes available to you. You also saw how to control each scene’s animation during a transition. At the end of the chapter, you took your new knowledge and added a menu scene to your SuperSpaceMan game.
作者: Latency    時(shí)間: 2025-3-25 00:31

作者: 寄生蟲(chóng)    時(shí)間: 2025-3-25 03:51

作者: mighty    時(shí)間: 2025-3-25 10:36

作者: dearth    時(shí)間: 2025-3-25 12:29
Identities, Youth and BelongingIn the previous chapter I discussed Sprite Kit’s physics engine and collision detection. I started with a discussion of .. You then turned on the game world’s gravity and added a touch responder to propel the . up into space. Finally, I closed out the chapter with a discussion of how to handle collisions.
作者: 無(wú)動(dòng)于衷    時(shí)間: 2025-3-25 17:19

作者: 愛(ài)花花兒憤怒    時(shí)間: 2025-3-25 20:27
https://doi.org/10.1007/978-3-319-98503-9In the previous chapter, I briefly introduced you to particle emitters, including a quick look at some of Xcode’s template emitters. After that, I showed you how to add a particle emitter to the . so that you could emulate engine exhaust whenever an impulse is applied to the ..
作者: Chromatic    時(shí)間: 2025-3-26 04:09
Allison J. Gonsalves,Gale SeilerIn the previous chapter, you learned some of the basics of Scene Kit. I covered how a scene is created using . and showed a basic tree structure of those nodes.
作者: 絕緣    時(shí)間: 2025-3-26 04:30

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作者: Spinal-Tap    時(shí)間: 2025-3-26 15:16
https://doi.org/10.1007/978-1-349-21534-8So far in the game you have not moved the hero, and now you need to get him up on his feet and moving around. You are going to keep this simple and use a one-finger touch to move forward and two fingers to move back. To move left and right, you will use the accelerometer.
作者: Intact    時(shí)間: 2025-3-26 18:35
Conclusion: The Crisis of Identity,In the previous chapters, you worked within the Scene Kit paradigm; however, Apple has created a way for you to add a 2D scene to overlay on your 3D scenes. In this chapter, you will add a 2D scene that will be used for your timer so it can track how long it will take you and your friends to find and capture the enemy.
作者: 潰爛    時(shí)間: 2025-3-26 22:39

作者: 果核    時(shí)間: 2025-3-27 04:05

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作者: orient    時(shí)間: 2025-3-27 12:45
Adding Particle Effects to Your Game with Emitter NodesIn the previous chapter, you refactored the orb node’s layout and saw how you could use . to move an . back and forth across the scene while making that same node rotate forever. At the end of the chapter, you looked at how you can add colorizing effects to an . using a colorize action.
作者: 組成    時(shí)間: 2025-3-27 17:02

作者: LIMN    時(shí)間: 2025-3-27 20:14
Building the SceneIn the previous chapter, you learned some of the basics of Scene Kit. I covered how a scene is created using . and showed a basic tree structure of those nodes.
作者: 粗語(yǔ)    時(shí)間: 2025-3-28 00:36
Lighting, Camera, and Material Effects in Scene KitIn the previous chapter, you gained an understanding of how Scene Kit uses the scene graph to render the objects for the user. You also now have an Xcode project that is just waiting to have more done to it.
作者: profligate    時(shí)間: 2025-3-28 05:39

作者: 憤慨一下    時(shí)間: 2025-3-28 08:41
Hit Testing and Collision DetectionSo far in the game you have not moved the hero, and now you need to get him up on his feet and moving around. You are going to keep this simple and use a one-finger touch to move forward and two fingers to move back. To move left and right, you will use the accelerometer.
作者: Corroborate    時(shí)間: 2025-3-28 10:48
Using Sprite Kit with a Scene Kit SceneIn the previous chapters, you worked within the Scene Kit paradigm; however, Apple has created a way for you to add a 2D scene to overlay on your 3D scenes. In this chapter, you will add a 2D scene that will be used for your timer so it can track how long it will take you and your friends to find and capture the enemy.
作者: 帶子    時(shí)間: 2025-3-28 16:24

作者: Suggestions    時(shí)間: 2025-3-28 22:04
Setting Up Your Game Scene and Adding Your First Spritesyou the power to easily animate textured images, play video, render text, and add particle effects. It also includes an integrated physics library. Sprite Kit is the first-ever game engine formally built into the iOS SDK.
作者: 冬眠    時(shí)間: 2025-3-28 23:00

作者: Anemia    時(shí)間: 2025-3-29 06:14

作者: figurine    時(shí)間: 2025-3-29 07:37
Transitioning Between Scenespulses and how to add scoring to the game to keep up with the number of orbs the SuperSpaceMan has collected. At the end of the chapter, you got a chance to revisit .s when you added sound to the game.
作者: hedonic    時(shí)間: 2025-3-29 11:37

作者: 不理會(huì)    時(shí)間: 2025-3-29 15:55
Creating Your First Scene Kit Projecteek style of game. You will start with some basic 3D code for a portrait-only game. By the end of the chapter, you will have a complete landscape-only 3D game with your hero in the middle of the scene.
作者: VALID    時(shí)間: 2025-3-29 23:04

作者: 外科醫(yī)生    時(shí)間: 2025-3-30 01:33
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作者: considerable    時(shí)間: 2025-3-30 11:24
Identities, Youth and Belongingloop and how the order that the scene’s node tree is constructed in can affect the look and interactivity of the nodes. I closed the chapter with a look at a scene’s coordinate system and node anchor points.
作者: Trypsin    時(shí)間: 2025-3-30 13:48

作者: 幻影    時(shí)間: 2025-3-30 18:13
https://doi.org/10.1007/978-3-319-98503-9pulses and how to add scoring to the game to keep up with the number of orbs the SuperSpaceMan has collected. At the end of the chapter, you got a chance to revisit .s when you added sound to the game.
作者: Aboveboard    時(shí)間: 2025-3-30 22:09
Recognizing “Smart Super-Physicists”uilt-in transitions Sprite Kit makes available to you. You also saw how to control each scene’s animation during a transition. At the end of the chapter, you took your new knowledge and added a menu scene to your SuperSpaceMan game.
作者: nautical    時(shí)間: 2025-3-31 02:54

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