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All about vectors, an essential tool in any game developer’s toolbox. Useful for expressing spatial position, orientation, direction, distance, and more.
'iPhone SDK Development' by Bill Dudney and Chris Adamson is one of the 'third wave' of iPhone programming books, and an excellent tour of Cocoa Touch and Xcode -- the libraries and IDE for iPhone programming.
REALbasic is an OOP language that may not be as full of inhumane syntax and blinding speed as Objective-C, but still manages a fair amount of logical power. Besides, it will compile native apps for Mac, Windows and Linux with the same code quickly, simply, and easily. In addition, it has pre-existing classes for just about everything you would need for a game: timers, OpenGL canvases, network sockets, and database interfaces.
Beginning iPhone Development advertises itself as “A complete course in iPhone and iPod touch programming” and I think it fulfills its promise. Dave Mark and Jeff LaMarche have plenty of experience and it shows in this book.
The postmortem of the uDevGames 2008 winner Laserface Jones vs. Doomsday Odious, from Justin Ficarrotta, creator of past entries and winners such as Kill Dr. Koté and Arachnoid: Predator of Worlds.
FIDRIS is a fast-paced puzzle game where you are the traffic controller of a spaceport. Your objective is to make as much money as possible by servicing incoming ships as quickly as possible. As you make enough money to pass a level, you move onto newer, bigger, busier spaceports.
'Designing Virtual Worlds' must be the most definitive work to date on the phenomenon that is today lazily dubbed “Massive Multiplayer Online Role Playing Games”. While this book goes over MMORPGs in great detail, it quickly points out that Virtual Worlds (VWs) can be so much more than EverQuest.
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