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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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NRS 4480.00
 
 
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