Learning HTML5 Game Programming: A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL
James L. Williams
Format: PDF / Kindle (mobi) / ePub
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.
· 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
· Building basic games fast, with the prototype-based Simple Game Framework (SGF)
· Generating movement and gameplay with the canvas tag and surface
· Using Three.js to build powerful WebGL 3D games with far less complexity
· 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.
author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. The publisher offers excellent discounts on this book when ordered in quantity for bulk purchases or special sales, which may include electronic versions and/or
doing extensive testing, but at the very least it gives you a possible fallback option if the client’s computer isn’t exactly the latest and greatest.Three.js abstracts many of the pointy edges away—for example, in dealing with materials and shaders. It has built-in helpers for some of the more common 3D geographic shapes such as spheres, cubes, and cylinders, and a full-featured particle system, texture mapping, and basic collision detection. In this chapter, we will endeavor to stay at a high,
game room.") gameRooms.push(group) callback(group) Managing Game Participants and Moving Between Game Rooms Now that we have our game rooms, we need people to put into them.That is where our game participants come into play.We can have two types of game participants: players and watchers. Players engage in the game and are affected by the game logic, whereas watchers can merely watch the play as the game unfolds. Either type of participant is able to broadcast messages to others in the game
carriers are free to install Android on any device or modify parts of the operating system without getting Google’s permission.This has contributed to Android’s gains in market share.A plethora of phones and tablets have emerged in the past three years spread across about five different versions of the operating system.Although this may cause some fragmentation in the capabilities of the core OS, it has less-tangible ramifications for HTML5 games.Android uses a variant of the Google Chrome web