58,20 €*
Versandkostenfrei per Post / DHL
Lieferzeit 1-2 Wochen
This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement thes
e concepts based on HTML5, JavaScript, and WebGL.After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere.
- Assists the reader in understanding the core-concepts behind a 2D game engine
- Guides the reader in building a functional game engine based on these concepts
- Lead
s the reader in exploring the interplay between technical design and game experience design- Teaches the reader how to build their own 2D games that can be played across internet via popular browsers
This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement thes
e concepts based on HTML5, JavaScript, and WebGL.After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere.
- Assists the reader in understanding the core-concepts behind a 2D game engine
- Guides the reader in building a functional game engine based on these concepts
- Lead
s the reader in exploring the interplay between technical design and game experience design- Teaches the reader how to build their own 2D games that can be played across internet via popular browsers
Chapter 2: Working with HTML5 and WebGL
Chapter 3: Drawing Objects in the World
Chapter 4: Implementing Common Components of Video Games
Chapter 5: Working with Textures, Sprites, and Fonts
Chapter 6: Defining Behaviors and Detecting Collisions
Chapter 7: Manipulating the Camera
Chapter 8: Implementing Illumination and Shadows
Chapter 9: Building the Game Engine Architecture
Chapter 10: Understanding and Supporting Game StatesChapter 11: Building A Sample Game: from design to complete
Erscheinungsjahr: | 2015 |
---|---|
Medium: | Taschenbuch |
Seiten: | 468 |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781484209530 |
ISBN-10: | 1484209532 |
Sprache: | Englisch |
Herstellernummer: | 978-1-4842-0953-0 |
Autor: |
Sung, Kelvin
Pavleas, Jebediah Arnez, Fernando Pace, Jason |
Auflage: | 1st ed. |
Hersteller: |
Apress
Springer, Berlin |
Abbildungen: | 164 SW-Abb. |
Maße: | 27 x 180 x 253 mm |
Von/Mit: | Kelvin Sung (u. a.) |
Erscheinungsdatum: | 30.09.2015 |
Gewicht: | 0,926 kg |
Chapter 2: Working with HTML5 and WebGL
Chapter 3: Drawing Objects in the World
Chapter 4: Implementing Common Components of Video Games
Chapter 5: Working with Textures, Sprites, and Fonts
Chapter 6: Defining Behaviors and Detecting Collisions
Chapter 7: Manipulating the Camera
Chapter 8: Implementing Illumination and Shadows
Chapter 9: Building the Game Engine Architecture
Chapter 10: Understanding and Supporting Game StatesChapter 11: Building A Sample Game: from design to complete
Erscheinungsjahr: | 2015 |
---|---|
Medium: | Taschenbuch |
Seiten: | 468 |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781484209530 |
ISBN-10: | 1484209532 |
Sprache: | Englisch |
Herstellernummer: | 978-1-4842-0953-0 |
Autor: |
Sung, Kelvin
Pavleas, Jebediah Arnez, Fernando Pace, Jason |
Auflage: | 1st ed. |
Hersteller: |
Apress
Springer, Berlin |
Abbildungen: | 164 SW-Abb. |
Maße: | 27 x 180 x 253 mm |
Von/Mit: | Kelvin Sung (u. a.) |
Erscheinungsdatum: | 30.09.2015 |
Gewicht: | 0,926 kg |