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Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Autore Griffith Christopher <1979-, >
Edizione [2nd ed.]
Pubbl/distr/stampa Waltham, Mass. : , : Focal Press, , 2012
Descrizione fisica 1 online resource (433 p.)
Disciplina 794.8/1526
794.81526
Soggetto topico Computer games - Programming
Computer animation
Soggetto genere / forma Electronic books.
ISBN 1-138-42749-7
1-136-13694-0
1-283-07432-X
9786613074324
0-240-81769-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Real-World Flash Game Development: How to Follow BestPractices and KeepYour Sanity; Copyright; CONTENTS; INTRODUCTION; 1 COMPUTER SCIENCE ISN'T FOR EVERYONE; A Little Groundwork; Common Game Types; General Development Terms; Game-Specific Development Terms; Flash Development Terms; You Can Wake Up Now; 2 THE BEST TOOL FOR THE JOB; Flash Back; The Case for Flash; Nobody's Perfect; Stop Fighting It; Things Flash Was Built to Do; The Best Tool for the Job; 3 A PLAN IS WORTH A THOUSAND ASPIRIN; Step 1; Step 2; Step 3; Step 4; Step 5; Step 6 (Optional); 4 //COMMENTS FTW!; Fair Warning
Part 1: ClassesPart 2: Events; Part 3: Errors; Part 4: Data Structures and Lists; Part 5: Keep Your Comments to Everyone Else!; Part 6: Why Does Flash Do That?; Conclusion; 5 THE LEAST YOU CAN DO VERSUS AN ARCHITECT'S APPROACH; Basic Encapsulation: Classes and Containers; Store Relevant Values as Variables and Constants; Don't Rely on Your Stage; Don't Use Frameworks or Patterns You Don't Understand or That Don't Apply; Know When It's Okay to Phone It In and When It Definitely Isn't; Transitioning to Architecture; OOP Concepts; Practical OOP in Game Development
The Singleton: A Good Document PatternSummary; 6 MANAGING YOUR ASSETS AND WORKING WITH GRAPHICS; A Better File Format; A Few Words about Organization; Working with Graphics; Raster Formats to Use; Key Points to Remember; 7 MAKE IT MOVE-ACTIONSCRIPT ANIMATION; A Little Terminology; To Tween or Not to Tween? Is That a Question?; A Simple Scripted Shooter; Memory: Tweening Animation; Summary; 8 TURN IT UP TO 11: WORKING WITH AUDIO; Formats to Use; Export Settings to Use; Using External Files; Tools for Working with Sounds; Scripting Sounds; 9 PUT THE VIDEO BACK IN ""VIDEO GAME""; Video Codecs
External Video Uses: Cutscenes and MenusCutsceneManager; Video on the Timeline; Setting Up an Internal Video; Summary; 10 XML AND DYNAMIC CONTENT; Bringing Data In: Understanding the URLLoader Class; XML; E4X; Crossword Puzzle; Content Is a Two-Way Street: A Crossword Builder; Sending Data Back Out; One More Example: XML versus Flash Vars; Summary; 11 FOUR-LETTER WORD: M-A-T-H; The Math Class; Part One: Geometry and Trigonometry; A Quick Explanation of Radians and Pi; 3D in Flash; Perspective Projection; The SimpleTunnelShooter Example; Part Two: Physics; Example: A Top-Down Driving Engine
Example: Top-Down Driving Game with DriftReview; 12 DON'T HIT ME: COLLISION DETECTION TECHNIQUES; What You Can Do versus What You Need; HitTestObject-The Most Basic Detection; HitTestPoint-One Step Up; Radius/Distance Testing-Great for Circles; Rect Testing; Pixel-Perfect Collision Detection and Physics; When All Else Fails, Mix 'N Match; 13 MIXUP-A SIMPLE ENGINE; The Main Document; The MixUp Class; The Title Class; The RulesPanel Class; The Game Class; The Interfaces; The GameBoard Class; The SourceImageEmbedded Class; The GameHistory and Results Classes; The SourceImageCamera Class; Review
14 BRINGING IT ALL TOGETHER: A PLATFORMER
Record Nr. UNINA-9910459705703321
Griffith Christopher <1979-, >  
Waltham, Mass. : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Autore Griffith Christopher <1979-, >
Edizione [2nd ed.]
Pubbl/distr/stampa Waltham, Mass. : , : Focal Press, , 2012
Descrizione fisica 1 online resource (433 p.)
Disciplina 794.8/1526
794.81526
Soggetto topico Video games - Programming
Computer animation
ISBN 1-138-42749-7
1-136-13694-0
1-283-07432-X
9786613074324
0-240-81769-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Real-World Flash Game Development: How to Follow BestPractices and KeepYour Sanity; Copyright; CONTENTS; INTRODUCTION; 1 COMPUTER SCIENCE ISN'T FOR EVERYONE; A Little Groundwork; Common Game Types; General Development Terms; Game-Specific Development Terms; Flash Development Terms; You Can Wake Up Now; 2 THE BEST TOOL FOR THE JOB; Flash Back; The Case for Flash; Nobody's Perfect; Stop Fighting It; Things Flash Was Built to Do; The Best Tool for the Job; 3 A PLAN IS WORTH A THOUSAND ASPIRIN; Step 1; Step 2; Step 3; Step 4; Step 5; Step 6 (Optional); 4 //COMMENTS FTW!; Fair Warning
Part 1: ClassesPart 2: Events; Part 3: Errors; Part 4: Data Structures and Lists; Part 5: Keep Your Comments to Everyone Else!; Part 6: Why Does Flash Do That?; Conclusion; 5 THE LEAST YOU CAN DO VERSUS AN ARCHITECT'S APPROACH; Basic Encapsulation: Classes and Containers; Store Relevant Values as Variables and Constants; Don't Rely on Your Stage; Don't Use Frameworks or Patterns You Don't Understand or That Don't Apply; Know When It's Okay to Phone It In and When It Definitely Isn't; Transitioning to Architecture; OOP Concepts; Practical OOP in Game Development
The Singleton: A Good Document PatternSummary; 6 MANAGING YOUR ASSETS AND WORKING WITH GRAPHICS; A Better File Format; A Few Words about Organization; Working with Graphics; Raster Formats to Use; Key Points to Remember; 7 MAKE IT MOVE-ACTIONSCRIPT ANIMATION; A Little Terminology; To Tween or Not to Tween? Is That a Question?; A Simple Scripted Shooter; Memory: Tweening Animation; Summary; 8 TURN IT UP TO 11: WORKING WITH AUDIO; Formats to Use; Export Settings to Use; Using External Files; Tools for Working with Sounds; Scripting Sounds; 9 PUT THE VIDEO BACK IN ""VIDEO GAME""; Video Codecs
External Video Uses: Cutscenes and MenusCutsceneManager; Video on the Timeline; Setting Up an Internal Video; Summary; 10 XML AND DYNAMIC CONTENT; Bringing Data In: Understanding the URLLoader Class; XML; E4X; Crossword Puzzle; Content Is a Two-Way Street: A Crossword Builder; Sending Data Back Out; One More Example: XML versus Flash Vars; Summary; 11 FOUR-LETTER WORD: M-A-T-H; The Math Class; Part One: Geometry and Trigonometry; A Quick Explanation of Radians and Pi; 3D in Flash; Perspective Projection; The SimpleTunnelShooter Example; Part Two: Physics; Example: A Top-Down Driving Engine
Example: Top-Down Driving Game with DriftReview; 12 DON'T HIT ME: COLLISION DETECTION TECHNIQUES; What You Can Do versus What You Need; HitTestObject-The Most Basic Detection; HitTestPoint-One Step Up; Radius/Distance Testing-Great for Circles; Rect Testing; Pixel-Perfect Collision Detection and Physics; When All Else Fails, Mix 'N Match; 13 MIXUP-A SIMPLE ENGINE; The Main Document; The MixUp Class; The Title Class; The RulesPanel Class; The Game Class; The Interfaces; The GameBoard Class; The SourceImageEmbedded Class; The GameHistory and Results Classes; The SourceImageCamera Class; Review
14 BRINGING IT ALL TOGETHER: A PLATFORMER
Record Nr. UNINA-9910790090503321
Griffith Christopher <1979-, >  
Waltham, Mass. : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Real-world Flash game development : how to follow best practices and keep your sanity / / Christopher Griffith
Autore Griffith Christopher <1979-, >
Edizione [2nd ed.]
Pubbl/distr/stampa Waltham, Mass. : , : Focal Press, , 2012
Descrizione fisica 1 online resource (433 p.)
Disciplina 794.8/1526
794.81526
Soggetto topico Video games - Programming
Computer animation
ISBN 1-138-42749-7
1-136-13694-0
1-283-07432-X
9786613074324
0-240-81769-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Real-World Flash Game Development: How to Follow BestPractices and KeepYour Sanity; Copyright; CONTENTS; INTRODUCTION; 1 COMPUTER SCIENCE ISN'T FOR EVERYONE; A Little Groundwork; Common Game Types; General Development Terms; Game-Specific Development Terms; Flash Development Terms; You Can Wake Up Now; 2 THE BEST TOOL FOR THE JOB; Flash Back; The Case for Flash; Nobody's Perfect; Stop Fighting It; Things Flash Was Built to Do; The Best Tool for the Job; 3 A PLAN IS WORTH A THOUSAND ASPIRIN; Step 1; Step 2; Step 3; Step 4; Step 5; Step 6 (Optional); 4 //COMMENTS FTW!; Fair Warning
Part 1: ClassesPart 2: Events; Part 3: Errors; Part 4: Data Structures and Lists; Part 5: Keep Your Comments to Everyone Else!; Part 6: Why Does Flash Do That?; Conclusion; 5 THE LEAST YOU CAN DO VERSUS AN ARCHITECT'S APPROACH; Basic Encapsulation: Classes and Containers; Store Relevant Values as Variables and Constants; Don't Rely on Your Stage; Don't Use Frameworks or Patterns You Don't Understand or That Don't Apply; Know When It's Okay to Phone It In and When It Definitely Isn't; Transitioning to Architecture; OOP Concepts; Practical OOP in Game Development
The Singleton: A Good Document PatternSummary; 6 MANAGING YOUR ASSETS AND WORKING WITH GRAPHICS; A Better File Format; A Few Words about Organization; Working with Graphics; Raster Formats to Use; Key Points to Remember; 7 MAKE IT MOVE-ACTIONSCRIPT ANIMATION; A Little Terminology; To Tween or Not to Tween? Is That a Question?; A Simple Scripted Shooter; Memory: Tweening Animation; Summary; 8 TURN IT UP TO 11: WORKING WITH AUDIO; Formats to Use; Export Settings to Use; Using External Files; Tools for Working with Sounds; Scripting Sounds; 9 PUT THE VIDEO BACK IN ""VIDEO GAME""; Video Codecs
External Video Uses: Cutscenes and MenusCutsceneManager; Video on the Timeline; Setting Up an Internal Video; Summary; 10 XML AND DYNAMIC CONTENT; Bringing Data In: Understanding the URLLoader Class; XML; E4X; Crossword Puzzle; Content Is a Two-Way Street: A Crossword Builder; Sending Data Back Out; One More Example: XML versus Flash Vars; Summary; 11 FOUR-LETTER WORD: M-A-T-H; The Math Class; Part One: Geometry and Trigonometry; A Quick Explanation of Radians and Pi; 3D in Flash; Perspective Projection; The SimpleTunnelShooter Example; Part Two: Physics; Example: A Top-Down Driving Engine
Example: Top-Down Driving Game with DriftReview; 12 DON'T HIT ME: COLLISION DETECTION TECHNIQUES; What You Can Do versus What You Need; HitTestObject-The Most Basic Detection; HitTestPoint-One Step Up; Radius/Distance Testing-Great for Circles; Rect Testing; Pixel-Perfect Collision Detection and Physics; When All Else Fails, Mix 'N Match; 13 MIXUP-A SIMPLE ENGINE; The Main Document; The MixUp Class; The Title Class; The RulesPanel Class; The Game Class; The Interfaces; The GameBoard Class; The SourceImageEmbedded Class; The GameHistory and Results Classes; The SourceImageCamera Class; Review
14 BRINGING IT ALL TOGETHER: A PLATFORMER
Record Nr. UNINA-9910820765603321
Griffith Christopher <1979-, >  
Waltham, Mass. : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui