Really enjoying the stanford iphone course videos, just wondering if there are others out there of equal or better quality?
I realize I am not answering the question directly, but what I found most helpful while I was getting into Cocoa development were:
ADC videos
WWDC videos - These were even better than the Stanford courses because of the depth and emphasis on going beyond the assignment requirements.
Jeff LaMarche's Beginning iPhone Development book (This came out later)
Aaron Hillegass's Cocoa book (most helpful and motivating programming book I have ever read).
check this: http://itunes.apple.com/itunes-u/advanced-iphone-development/id407243032
more advanced than the Stanford course
You may also check peepcode screencast.
I can highly recommend the WWDC Videos. This year available for free.
Related
Looking for simple MKMapkit examples for google maps to place pins down and give info if the pin is tapped.
Many of the examples I have run through don't work and the ones that do are just massive code.
Appreciate any help and reference material or books I should look at that simplify things.
Thanks.
The excellent book iPhone Programming: The Big Nerd Ranch Guide contains an easy to understand example app. Example code is available on the Big Nerd Ranch website. BTW, if you're just starting iPhone development, definitely check the book out. I found it very helpful and worth its money.
I need to support Voice Over (for blind/partial blind persons) for my application. Please guide me how to implement this feature.
This is the Accessibility Programming Guide for iOS .
I think this question is very vague with many aspects, so I'll try to touch a few:
Technically, if you can abstract each string from the interface, this can help: http://www.acapela-for-iphone.com/. From the top of my head, I can think of saying out loud the positions of the interface elements. This approach requires simple interfaces, with few elements on 1 screen and maybe multiple screens for subsequent actions.
The best answer I've seen so far is this article which points to a Stanford lecture by Apple Engineer, Chris Fleisach
http://www.podfeet.com/blog/tutorials-5/build-accessible-ios-apps/
Chris's video: http://www.youtube.com/watch?v=5b0V6MltEnw
The video has what we all are looking for.
In the video starting around the 15:30 sec mark Chris starts talking about the relevant information. The API discussion starts at 19:29 sec.
I suggest to take a look at :
The design criteria to be well known before you code.
The developers guide to get some info about the way to code essential features.
The VoiceOver gestures if you need to know more than just the basic ones.
Some WWDC videos that are summarized and perfectly detailed with video timelapses to get directly the appropriate playback.
Many illustrations help to understand the concepts and the code snippets are provided in ObjC and Swift.
Today I just need some tips for my first iPhone Game.
In this game you need to protect something from enemies. But I don't know how to create this enemies randomly, and how I can save the data to each enemy (there can be many on the screen at once!)..?
I hope someone can give good tips or good links to tutorials..?
Greetings,
mavrick3.
#mavrick i think this link might help you
http://www.71squared.com/iphone-tutorials/
Edit:
if you the source code of iPhone Game Development than follow this link
http://apress.com/book/downloadfile/4587
Maybe you could check : https://gamedev.stackexchange.com/ :-)
Good luck
Ray Wenderlich has some great tutorials on his blog about iPhone game development as well as many other iPhone related topics.
This link should get you started.
Also if you don't mind purchasing books, I highly recommend these two books.
Beginning iPhone Game Development
Learn iPhone and iPad cocos2d Game Development
Can anyone tell me what should i use to make games for iPhone...
Actually i am a simple application programmer ...but never made complicated high graphics games...
i have made some games but only simple one...
Which tool is good for me to start....
i am aware of OPenGL...is it good to start with this ??
I'd say if you're reasonably competent with iOS & Objective-C, then it might be worth taking a peek at the likes of Cocos2D. There's also the iOS port of Flixel (which you can grab with the source to Canabalt which is sitting on Github), but compared to Cocos2D - it's a little less polished due to it only being recently out there.
Unity's great if you're familiar with C# or JavaScript and interested in wanting to do 3D games - and if you're not as interested in going the full-hog with learning OpenGL ES.
Corona is the best thing for you start looking into.
I'd suggest a trip to the bookstore, to find a book which speaks to you, regarding iPhone Game Dev. A quick look at Amazon reveals quite a number.
There's a lot to consider when making games, it's a huge topic.
You should check out Unity 3D.
For someone new to iPhone development and game dev in general, I'd say start with Cocoa Touch as it is simpler than OpenGL and you can create simple games (for example words games) with it. And even if you decide to develop an OpenGL app for the iOs you still need to work with Cocoa so there is no escape from learning it.
Once you get your head around objective-c/cocoa/xcode and iphone development in general, then start looking at OpenGL.
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What is the quickest way to come up to speed on OpenGL ES 1.x?
Let's assume I know nothing about OpenGL (which is not entirely true, but it's been a while since I last used OpenGL). I am most interested in learning this for iPhone-related development, but I'm interested in learning how it works on other platforms as well.
I've found the book OpenGL ES 2.0 Programming Guide, but I am concerned that it might not be the best approach because it focuses on 2.0 rather than 1.x. My understanding is that 2.0 is not backwards-compatible with 1.x, so I may miss out on some important concepts.
Note: For answers about learning general OpenGL, see https://stackoverflow.com/questions/62540/learning-opengl
Some resources I've found:
http://khronos.org/opengles/1_X/
http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES1xMBX.asp
OpenGL Distilled by Paul Martz (a good refresher on OpenGL basics)
If I may plug my own work, I'd direct you to my post at http://www.sunsetlakesoftware.com/2008/08/05/lessons-molecules-opengl-es. It's not the best overall introduction to OpenGL ES, and it gets fairly technical pretty quickly, but it's my take on the subject from my experience writing Molecules. Also, I've just started reading the book "Mobile 3D Graphics: with OpenGL ES and M3G".
I agree with the suggestion that the best way to learn is by doing. I started out knowing nothing about OpenGL and three weeks later had Molecules in for review in the App Store. Once you have a clear set of goals ("OK, I need to draw a 3-D sphere", "Now I need to rotate it on demand") it becomes easy to find the examples or parts of documentation that apply to just the task you're working on.
There are many code examples out there, although a lot of them use immediate mode and other calls that are not supported in OpenGL ES. I'd love to add to the list by releasing the source to Molecules, but Apple's NDA has prevented that so far. The source code to Molecules is now available.
Video for the class I taught on OpenGL ES 1.1 is now available to download as part of my spring course on iTunes U. The notes for that session can be found here. And the fall semester videos have a class on OpenGL ES 2.0.
Also, Philip Rideout has released an excellent book on OpenGL ES 1.1 and 2.0 development for the iPhone, called iPhone 3D Programming. I highly recommend it.
There is some documentation in iPhone SDK itself.
Other than that, just take what you know about OpenGL (or learn that via other means), and forget about all things that are "old cruft" (display lists, immediate mode, things that are in OpenGL but are not directly related to just drawing triangles). Basically, unlearn everything that has been declared deprecated in OpenGL 3.0.
GL ES 1.x is for pretty simple devices. What you have is a way to draw geometry (vertex buffers), manage textures and setup some fixed function state (lighting, texture combiners). That's pretty much all there is to it.
There are some excellent tutorials at https://web.archive.org/web/20160309222642/http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html
FYI, Brad Larsons Molecules code is now available here.
I found these quite helpful when starting out with OpenGL ES, just to see what approach one would take when dealing with ES as opposed to normal GL.
http://www.zeuscmd.com/tutorials/opengles/index.php
As has been mentioned earlier there are some samples available from the iPhone developer site as well:
https://developer.apple.com/documentation/opengles
https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html
You might want to take a look at this excellent Jef LaMarche’s Tutorial to OpenGL ES on the iPhone.
After spending quite a lot of time developing 3D I came to realize that in most cases the best way is to learn by examples and advance with them as you go.
Start by setting to yourself a goal to achieve (for example - implementing a particles system. this includes usage of blending modes, textures, vertex colors, batching and transformations), and then go and start with the simplest element - drawing and rotating a quad. From there go on and add textures, add more quads, etc...
While doing that you'd need some info about the syntax - this you can find in many books, but the best (very boring) source is the specification committee publication that can be found here: http://www.khronos.org/opengles/spec/
Even with that you'd bump into many problems, well, once you have a problem go to your best friend in these situations: demos and examples!
You can find many examples sources for the iPhone online and at the apple site so download them, copy paste what you need and then alter to your needs.
Have fun.
If you have downloaded the iPhone SDK examples, check out crash landing's EAGLview file. It is a pretty straight forward implementation of a GLES view that can be imported and used fairly cleanly in another project. There is another class in that project called Texture2d (if I recall) which is also pretty interesting if you are into using GLES for 2D.
May I also suggest Android - it's easy to get and you can have a working simulator really quickly. Also, it uses v1.0 as far as I know.
There could be more tutorials, but even the APIDemos provided by Google has introduction to OpenGL ES. I certainly found it helpful.