Free PDF Core HTML5 2D Game Programming (Core Series), by David Geary
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Core HTML5 2D Game Programming (Core Series), by David Geary
Free PDF Core HTML5 2D Game Programming (Core Series), by David Geary
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Game programming offers a wealth of creative and business opportunities, and it’s never been more accessible. In Core HTML5 2D Game Programming, best-selling author David Geary shows you how to use freely available browser tools and open source resources to create video games that run in desktop browsers and on mobile devices.
Geary walks you step by step through every aspect of implementing a sophisticated arcade-style game entirely from scratch, without using proprietary game frameworks. Packed with code, this full-color tutorial gives you the in-depth understanding you need to design and build any kind of HTML5 2D game on your own, whether you use a framework or not.
A clearly written, accessible, and exhaustive guide to implementing games, this book leaves no stone unturned, showing you how to
- Create smooth, flicker-free animations
- Implement motion that’s unaffected by your game’s underlying animation frame rate
- Animate sprites (graphical objects) to make them sparkle, explode, etc.
- Layer multi-channel sound effects on top of a soundtrack
- Warp time to create nonlinear effects, such as jumping or bouncing
- Control the flow of time through your game with a time system
- Implement particle systems that simulate natural phenomena
- Efficiently detect collisions between sprites
- Create a developer backdoor containing special features
- Use Node.js and socket.io to transfer real-time metrics to a server
- Employ a heads-up display to show high scores stored on a server
- Understand the nuances of implementing HTML5 games for mobile devices
Through expertly written code that’s easy to understand, and prose that cuts to the chase, Geary illuminates every corner of game development. Everyone from novice game programmers to professional game developers will find this book invaluable as both a tutorial and a reference.
All of the book’s source code, including chapter-specific versions of the game discussed in the book, are available at corehtml5games.com.
- Sales Rank: #643167 in Books
- Published on: 2014-07-21
- Original language: English
- Number of items: 1
- Dimensions: 9.16" h x .84" w x 7.51" l, .0 pounds
- Binding: Paperback
- 640 pages
About the Author
David Geary, a prominent author, speaker, and consultant, is a leading expert on advanced web application development. He’s the author of eight Java books, including the industry’s best-selling guides to Swing and JavaServer Faces, and he co-founded the HTML5 Denver User’s Group. A three-time JavaOne Rock Star, he speaks frequently at conferences. Follow him on Twitter at @davidgeary.
Most helpful customer reviews
3 of 3 people found the following review helpful.
An Introduction To Game Programming With A Side Of HTML5
By RC
Other have already covered that this book isn't for beginners, but please do not think that you need to be an expert in technologies such as Javascript, HTML5. CSS3, or object oriented programming to learn from this book. It is clear from working through this text that the author going out of his way to explain the material in such a way that someone who is interested in the material itself could reasonably follow along.
As an educator, I picked up this book hoping to use what I could learn from it to develop HTML5 tools and games to help make my work life easier. i also had vague hopes of creating web games for teaching sixth graders arithmetic skills. My previous experiences with the aforementioned technologies were very limited in scope, and I would most definitely classify myself as an amateur, if not a hobbyist.
Yes, you will need to work through this book. It very much follows the form of a workbook designed to pass on a single skill. More so than the technologies it is composed it, it does an exceptional job of teaching you what actually goes into a game. I had zero difficulty, after working through the text (it took me roughly 20 days), moving onto my own projects of similar scale and scope. How many texts have you worked through that explained only how to complete the pet project of the author?
This book is most definitely not like that. In some sections, such as chapter 6 on handling sprites, it goes into more than enough detail than the in-book project really needs. Several side cases are explained for related scenarios that will be immediately helpful to anyone looking to move beyond this text and into their own projects. Again, and I can't emphasize this enough, buy this book for the top-notch writing and the in-depth explanation of the systems at work.
I will say that this book is very much a from the ground up work. You won't be working with a any particular graphics library or tool chain. You will be handling everything in a non-abstracted bare-bones manner. This is excellent for educating the reader on what is actually going on when you want to, say, key a sound to an event. However, this detail does make some sections more difficult to follow for the novice reader. That isn't a criticism as the author is very clear that they are not the target audience, but I took a risk and am glad I did.
I would recommend this book to two classes of individuals. For those looking for an introduction to general game programming in a technology agnostic setting, this book outshines much of the competition. The writing is clear, concise, informative, humorous, and never condescending, even when explaining difficult bits of information.
I would also recommend this book for anyone looking at moving beyond a basic understanding of HTML5 programming in general. The chapter on user interface alone was directly applicable to the work I was already doing on an application for managing my classrooms. Don't let the subheading "2D Game Programming" fool you, there isn't anything in the book that isn't directly applicable outside of that scope.
If you need any further help making the decision on if this book is right for you, consider that it has a three chapter explanation of time, wherein it breaks down everything from linear/non-linear motion to developing a tick based time system for manipulating time in a game setting. That sounds pretty extreme, but I never once felt like the author was talking over my head or excessively using jargon to abstract away a discomfort with the material.
It is clear the author loves what he does and takes pride in his work. As an educator, I couldn't ask for more in a technology book than this book delivered.
2 of 2 people found the following review helpful.
Excellent introduction to game development
By Eric Lifka
This is a very good book. It does exactly what it says it will do and it does it quite well. The code examples are clear, concise, and plentiful. The tips scattered throughout the sections provide depth to areas of interest that can be glossed over on a first read through. Most importantly, this book covers the process of creating a game from beginning to end. A lot of resources on this topic focus only on the code, glossing over some areas that are really quite difficult. This book covers topics like sprite sheet creation, audio asset creation, how to load and use such assets, and other topics that are often not covered.
A potential reader should be aware of a few things:
- This book is dense. Each chapter covers a lot of material and if you're coming at the subject matter fresh then it will take effort to grasp the material. The effort is worth it of course.
- This book is not meant to teach you Javascript or how to program. The author even mentions this at the beginning of the book, but it bears repeating. You would be much better served reading a book dedicated to learning Javascript first if you don't already have some experience programming in Javascript. Game development is a very dense and very broad topic, there simply isn't any room to teach everything about Javascript first. A good choice would be 'Eloquent Javascript`.
- HTML5 games are largely not AAA games. The main product in this book is a fun 2d platformer style game. If you go in expecting to build AAA studio quality games by yourself you'll be dissapointed.
Those points are not detractors, because the book isn't claiming to do those things. But there's a lot of confusion about what 'Game Programming' is, and about what information game programming books can provide. If you're someone who has some experience programming and is familiar with Javascript and you're looking for a good launching platform to familiarize yourself with game development then this book is an excellent resource.
2 of 2 people found the following review helpful.
Solid gamedev book with nice HTML5 solutions
By Krzysztof Jung
First of all I would like to give some context: I'm a front-end developer with a few years of experience, and that makes me quite familiar with web technologies used in this book. I'm also a hobbyist game developer and I've both read and used some of presented techniques. Thanks to that I'd like to evaluate the book from point of view of both - beginner and more experienced developer.
The book as a whole, is wonderful pack of very helpful and detailed solutions that every game developer would appreciate as an introduction to world of battle tested code patterns.
Even though the game used as main project for learning purposes is very simple, it passes through core game functionalities that appear in almost every project.
Each idea is nicely introduced, described and explained. While beginners will be busy with absorbing every bit of knowledge, more experienced developers can consider proposed architecture and modularisation of game logic. To be honest, an advanced developer could be somehow bored with game logic part, but there are still a few chapters that teach browser specific solutions. The book shows how to build modern web game by connecting to data server, preparing assets for deploy or accommodating game for mobile platforms.
I strongly recommend this book for every person that want to start their adventure with game programming. Most of the book presents very generic knowledge that apply to any platform and will help to build even complex games with clean and reusable code. Those who never tried to write a game running on web browser will know how to deal with all issues specific to this environment, while others can find some clever solutions for common programming tasks.
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