HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL (英語) ペーパーバック – 2011/12/27
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Discover new opportunities for building 2D and 3D games with HTML5
- Aims directly at a new way to develop games for the web through the use of HTML5
- Demonstrates how to make iOS and Android web apps
- Explains how to capture player input; create 3D graphics; and incorporate textures, lighting, and sound
- Guides you through the process of creating a game from scratch using Canvas, HTML5 Audio, WebGL, and WebSockets
By the end of this invaluable book, you will have created a fully functional game that can be played in any compatible browser or on any mobile device that supports HTML5.
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It's difficult to write good books these days for many computer topics, because the technology changes and advances too quickly for the books to be up-to-date, people are too used to finding answers/examples for free on the web, and there's the issue of reading a heavy physical books (and many tech books are bulky and heavy). Technical books these days are often too simple/trivial to be of use, or too complex/involved (and hence too bulky). But the problem with the 'web only' approach to learning about something is that it's hard to find what I think of as a "deep overview" when multiple technologies are involved.
I'm a vine reviewer and was given a paper copy of the second edition to review. I downloaded a sample onto my Nexus to see how this worked on a tablet, and it works very well on the Nexus.
Many of the new books have Kindle editions, but I have found that using either a Paperwhite or a Nexus 7, they don't fit well into those formats. The most egregious example is Friedl's "Mastering Regular Expressions" in which the illustrations he gives of how a text string will be parsed, don't work: In the printed copy the parsing illustrations, which are shades of gray, are fairly easy to read, but on either the Paperwhite or the Nexus 7, they won't zoom.
Moving back to this book in particular, and why I like it, which starts with it not making what I think are common mistakes:
2) It doesn't assume too much advanced knowledge of any of the technologies, and it assumes almost none about HTML5 and the other technologies (SVG, Ajax) often used with it.
3) It's not a reference. This also reduces the heft of the book and this prevents the problem of not being able to see the forest for the trees.
This is the kind of book that you will read once and put aside. It's not a book you'll come back to, but I think you'll come out of it with a good understanding of the framework in which you'll be working. Having read this, it'll be much easier to find more in-depth information about particular topics.
where we will build a game engine using webgl technologies. I would have liked perhaps an additional chapter about webgl, but am quite pleased
with the chapter that is present. Also, the other chapters are informative and helpful, e.g. those describing web sockets, local storage, etc. I
downloaded the software from the publisher website and ran many of the samples. In one case, I had to make a change to the code to accept 0 (zero)
from an xmlhttprequest where the code was only accepting a 200 as a valid return code. Otherwise, things that I tried ran unchanged. At one point I
was confused by a reference to "BC" in the Index. A quick email to the author got an almost immediate reply in which he told me that the acronym
referred to Bonus Content, and that the content would be added to the downloads at the website. He emailed me later when the content was available.
While I will probably provide some websites as supplements to be visited by my students, I am completely satisfied with the book and am currently
planning to use it in my course this summer.
When I first heard Jacob Seidelin (the mastermind behind the NihiLogic Web site and the famous "HTML5 Canvas Cheat Sheet") was working on a book that was to cover game development using HTML5, I got excited. The current crop of HTML5 game programming books is, to put it bluntly, quite underwhelming. However, I knew if the book Mr. Seidelin was working on is near the caliber of the content on his Web site -- I'd be in for a real treat.
The book, "HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL," meets my expectations.
In Part 1 of the book, you start out by learning a bit about the history of HTML5, and gaining some ideas about how HTML5 can be used for gaming. In Chapter 2, after a primer on the game you will be building (a puzzle game along the lines of "Jewel Quest"), you get to the nitty-gritty and start the HTML/CSS files (along with a few scripts) necessary for the game -- including coverage of Web Fonts.
Part 1 concludes with a chapter on techniques to help your project translate well on mobile devices. This chapter is a gold-mine of tips and tricks that will get you going if you want your games to work well on Apple mobile devices and Android systems.
Then, in "Part 2", you get into the thick of it. Chapter 4 has you build the game-board module, including move-validation (so that one cannot make illegal moves), finding sets-of-three, and clearing/refilling the game board. Chapter 5 covers Web Workers, and does so well -- Mr. Seidelin does a good job of explaining why workers can be helpful, and in what situations they perform (or don't perform) well.
In Chapter 6, you will be introduced to Canvas -- the scriptable graphics element introduced in HTML5. Everything is covered -- shapes/paths, transformation/scaling/rotation, rendering text and images, and real-time rendering (such as shadows, and my personal favorite -- compositing). Chapter 7 extends the game by showing you how to pre-load game assets (and display a progress bar in the meantime), and adding a "fallback" rendering method using CSS sprites and the DOM to control the game view.
Chapter 8 covers input. In addition to mouse and keyboard input, Jacob will explain to you how touch events work on devices with touch screens, and how to interpret them in the game. Chapter 9 covers animating the game, and includes a handy "fallback" script that imitates the functionality of requestAnimationFrame() for browsers without support for the function built-in.
Part 3 (which I have not delved into -- yet) covers the Audio element in Chapter 10, whereas Chapter 11 will guide you through adding WebGL rendering to the game project.
Part 4 covers more of the advanced functions introduced in HTML5, such as Local Storage and WebSockets. The book winds down in Chapter 14 with a list of resources -- everything from external libraries (Box2D, Impact, and Three are covered), to app deployment/sales (for both desktop and mobile devices), and so on.
In summary, this book is pretty much going to take you from 0 to 60 in about 430 pages. Jacob has a really great writing style, in that he explains things very well without being overly verbose -- he says a lot by saying a little. This makes it much easier to grasp even difficult concepts. His use of modules such as Modernizr and Sizzle is, in my opinion, a good thing (jQuery is more popular, but would add a bit of unnecessary bloat, unfortunately). I'm really impressed with the editing -- I have only come across one instance of mangled code, and it is minor. (I had the error marked and planned to point it out; unfortunately, the marker I used fell out of the book...)
"HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL" by Jacob Seidelin gets five well-deserved stars from me.
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