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.
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.