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Book details / order |
PROFESSIONAL HTML5 MOBILE GAME DEVELOPMENT |
The book will target intermediate developers interested in building games for all mobile and touch screen devices (iphone, ipad, android, wp7). it will take developers with a basic level of knowledge of html5 and javascript through the steps of building both single player and multi-player mobile games using a number of different available techniques.
if you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. covering all mobile and touchscreen devices, including iphones, ipads, android, and wp7.5, this book takes you through the steps of building both single- and multi-player mobile games. topics include standard patterns for building games in html5, what methods to choose for building (css3, svg, or canvas), popular game engines and frameworks, and much more. best of all, code for six basic games are provided, so you can modify, further develop, and make it your own.
diving in· mobile html5
javascript game dev basics
building games with css3 and svg
html5 canvas· multiplayer gaming
locating via geolocation
game engines and app stores.
table of contents:
part i: diving in
chapter 1: flying before you walk
chapter 2: making it a game
chapter 3: finishing up and going mobile
part ii: mobile html5
chapter 4: html5 for mobile
chapter 5: learning some helpful libraries
chapter 6: being a good mobile citizen
part iii: javascript game dev basics
chapter 7: learning about your
chapter 8: running javascript on the command line
chapter 9: bootstrapping the quintus engine:
part i
chapter 10: bootstrapping the quintus engine:
part ii
chapter 11: bootstrapping the quintus engine:
part iii
part iv: building games with css3 and svg
chapter 12: building games with css3
chapter 13: crafting a css3 rpg
chapter 14: building games with svg and physics
part v: html5 canvas
chapter 15: learning canvas, the hero of html5
chapter 16: getting animated
chapter 17: playing with pixels
chapter 18: creating a 2-d platformer
chapter 19: building a canvas editor
part vi: multiplayer gaming
chapter 20: building for online and social
chapter 21: going real time
chapter 22: building nontraditional games
part vii: mobile enhancements
chapter 23: locating via geolocation
chapter 24: querying device orientation
chapter 25: playing sounds, the mobile achilles heel
part viii: game engines and app stores
chapter 26: using an html5 game engine
chapter 27: targeting app stores
chapter 28: seeking out what's next.
author:
pascal rettig runs cykod, a boston-based web consultancy. he is also cto of gamesforlanguage, a gamified html5 online platform for learning foreign languages that works on both desktop and mobile .
Author : Pascal rettig
Publication : Wrox
Isbn : 9788126538287
Store book number : 107
NRS 960.00
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