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Get Started Fast with HTML5 Online Game Programming!
HTML5 will transform web and mobile gaming. As new browsers rapidly adopt it, HTML5 will do everything “legacy” technologies such as Flash and Silverlight have done—and much more. In Learning HTML5 Game Programming, pioneering developer James L. Williams gives you all the knowledge, code, and insights you’ll need to get started fast!
Williams combines detailed explanations of HTML5’s key innovations with examples, including two case study applications that address the entire development process. He guides you through setting up a state-of-the-art HTML5 development environment; making the most of HTML5’s canvas tag, SVG vector graphics, and WebGL 3D; and targeting diverse mobile and social platforms. It’s all here: from the essentials of online game design to the nitty-gritty details of performance optimization.
About the Website
All code samples and answers to chapter exercises are available for download at www.informit.com/title/9780321767363 and on Github at https://github.com/jwill/html5-game-book.
Coverage includes
· Understanding the HTML5 innovations that make it possible to create amazingly rich games
· Setting up a state-of-the-art open source HTML5 game development environment
· Using JavaScript to drive sophisticated interactions between users and games
· Building basic games fast, with the prototype-based Simple Game Framework (SGF)
· Generating movement and gameplay with the canvas tag and surface
· Creating games with SVG vector graphics using the RaphaëlJS Javascript library
· Using Three.js to build powerful WebGL 3D games with far less complexity
· Developing games without JavaScript, using Google Web Toolkit (GWT) or CoffeeScript
· Building a complete multiplayer game server using Node.js and WebSockets
· Planning and choosing tools for mobile game development with HTML5
· Optimizing game performance with offline cache, minification, and other techniques
Learning HTML5 Game Programming is the fastest route to success with HTML5 game development—whether you’re a long-time game developer or a web/mobile programmer building games for the first time.
James L. Williams is an experienced Silicon Valley developer and speaker who has presented worldwide on Java, user interfaces, and game programming. He created SwingXBuilder, a domain-specific language for creating user interfaces utilizing SwingX components, and is co-despot of Griffon, a framework for building rich applications with Groovy. While riding a coach bus to South by Southwest Interactive (SXSW), he and his team conceived, coded, and created a winning product in the StartupBus 2011 competition.
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Most helpful customer reviews
4.0 out of 5 stars
Good guide to what's out there.,
By YYZtech.ca (Toronto, Canada) - See all my reviews
This review is from: Learning HTML5 Game Programming: A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL (Paperback)
Many books on game programming start with a simple game and gradually expand it over the course of the book, or else introduce several mini-games to show different methods. This book doesn't really do that, it's more of a tour of different libraries that can be used to build games.
Share your thoughts with other customers: Create your own review
Most Helpful Customer Reviews on Amazon.com (beta) Amazon.com:
3.3 out of 5 stars (10 customer reviews) 8 of 8 people found the following review helpful
4.0 out of 5 stars
A very good book on HTML5 Game Programming,
By Andrew J. Indovina - Published on Amazon.com
This review is from: Learning HTML5 Game Programming: A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL (Paperback)
Since April 2011, I've been exploring developing games utlizing HTML5 out of interest.My resource from this time on has been what others have posted on the Internet. I was excited to hear about the book "Learning HTML5 Game Programming" and even more excited to read it. Below is my brief analysis of every chapter, but overall I found this book to be quite value to anyone interested in learning HTML5 programming but haven't really explored it, they should really get this book. I am not a professional HTML5 game developer, but as a hobbyiest I found this quite beneficial. It is well written, well organized, and covers what I feel are very important topics. Compared to what books that are currently out there, this is definitley one of best books to get on this subject to my knowledge. Chapter 1, "Introducting HTML5", give a nice history of Web technologies and a nice background of the technologies through the years. While it's not necessary to read, it is well worth reading. Chapter 2, "Setting Up Your Development Environment", is a very welcome and much needed chapter. While most books would brush over this topic, this book does the courtesy of dedicating a chapter to setting up the development environment! On top of an entire chapter, he graciously suggests free tools to use. As a developer, nothing is more frustrating than struggling with your development environment instead of doing actual development! I find this chapter VERY valuable. Chapter 3, "Learning JavaScript" is a nice chapter and should speak well to beginners that want to make games but don't know JavaScript so well. What's nice is he also covers learning JQuery, JQuery with AJAX, and JSON. This is valuable and I think it's part of the thoroughness of the book. I also appreciate how he discusses client side and server side JavaScript. Chapter 4, "How Games Work", may be the most overlooked chapter by wanna-be game developers who mistakenly think "I know all about games". I cannot express enough how important I think writing a game design document can be, and thankfully he covers it. In addtion, he covers Resources API and Networking APIs, which is also very good. It is this chapter where goes through life cycle of developing a Pong game, and then Tic-Tac-Toe, classic examples, but they work well. Chapter 5, "Creating Games With The Canvas Tag", is really the heart of the book, which is appropriate because I believe the Canvas object is the heart and soul of HTML5 games. He covers all the basic canvas options you will need, and even 'Creates a Parallax Effect' Sound is covered this same chapter. Normally most books dedicate an entire chapter to sound, but it is still covered well. MIDI Files are utilized and multiple sounds are covered as well. I should also state that practically every chapter has examples and code samples. These can also be downloaded where applicable. Chapter 6, "Creating Games with SVG (Scalable Vector Graphics) and RaphealJS". In this chapter a card game is developed for examples and it is quite interesting. Those interested in this type of development should be find this chapter a welcome addition. Chapter 7, "Creating Games with WebGL and Three.js" is beneficial for those that want to use 3D objects and extended graphic libraries. Its a good read about rendering, texturing, particle systems, and real-world physics. Chapter 8, "Creating Games Without JavasScript" is exactly what it says. While it's something I wasn't considering, I find I might want to explore. It utilizes GWT Widgets (Google Web Toolkit). It also explores CoffeeScript a bit, then briefly mentions Cappuccino and Pyjamas Chapter 9, "Building a Multiplayer Game Server", is a great read. It covers this indepth and is a lengthy chapter, as it should be. It goes as far as covering the 'Game Lobby' and covering the use of Web Sockets. Chapter 10, "Developing Mobile Games", is one of the longest chapters. It is a topic that could be it's own book itself, but it's covered quite well here. It's a good read if you are new and interested in developing mobile games, this is the one chapter you should check out. Chapter 11, "Publishing Your Games", is the final chapter of the book and fittingly so. It talks about how to setup your game so that it runs offline for performance, hosting your own server, publishing applications on the Chrome Web Store. This isn't a chapter that is quickly written, but covers many of the areas of publishing. It's really worth your time to give this chapter much attention once you get to the point of publishing. 4 of 4 people found the following review helpful
4.0 out of 5 stars
A very good overview for those starting with HTML5 !,
By Oliver - Published on Amazon.com
This review is from: Learning HTML5 Game Programming: A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL (Paperback)
At first a little disappointed by this book, as I found it maybe too much scattered (covering too much topics), I finally found it very useful as it actually allowed me to expand my field of knowledge on each of the subjects. For sure this book do not provide any ancient secret knowledge to become a guru, but it will however show you the magic, and how to use it with some real examples. Which at the end is more than enough to give you a first overview of the various possibilities around HTML5.So would I recommend this book ? If you are an advanced JS/HTML5 developer looking to push your knowledge further : maybe not. But if you don't have a clue about how to start with HTML5, this book will come very handy in giving you the right kickstart to get you up and running in no times. 5 of 6 people found the following review helpful
4.0 out of 5 stars
Good Intro to a Tough Topic,
By Tim Wright - Published on Amazon.com
This review is from: Learning HTML5 Game Programming: A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL (Paperback)
I picked up this book with the intention of gaining some knowledge about WebGL and that's exactly what is gave me. The topic alone is very difficult to teach to a Web audience that probably doesn't have a whole lot of experience dealing with graphics card interaction.The book latched onto a specific library which, I agree, does date it slightly. But the library components use are things that I certainly would not want to build myself although there is great value in examining the guts of any code-base. I felt that the author did a good job explaining that libraries are not always the answer but in the few cases of Vertex and Frame buffers, its probably best to grab something pre-built and learn the basics. I certainly got what I was looking for out of the book and if was presented in a consumable format (short book). |
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