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Real-world Flash game developmenthow...
~
Griffith, Christopher, (1979-)
Real-world Flash game developmenthow to follow best practices and keep your sanity /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Real-world Flash game developmentChris Griffith.
其他題名:
how to follow best practices and keep your sanity /
作者:
Griffith, Christopher,
出版者:
Burlington, MA :Focal Press,c2010.
面頁冊數:
1 online resource (xii, 317 p., [20] p.) :ill. (some col.)
附註:
Includes index.
附註:
Description based on print version record.
標題:
Computer animation.
電子資源:
An electronic book accessible through the World Wide Web; click for information
電子資源:
http://www.netlibrary.com/urlapi.asp?action=summary&v=1&bookid=298156
電子資源:
http://public.eblib.com/EBLPublic/PublicView.do?ptiID=472900
ISBN:
9780080952130 (electronic bk.)
Real-world Flash game developmenthow to follow best practices and keep your sanity /
Griffith, Christopher,1979-
Real-world Flash game development
how to follow best practices and keep your sanity /[electronic resource] :Chris Griffith. - Burlington, MA :Focal Press,c2010. - 1 online resource (xii, 317 p., [20] p.) :ill. (some col.)
Includes index.
This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C?and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. & nbsp; * Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.
ISBN: 9780080952130 (electronic bk.)Subjects--Uniform Titles:
Flash (Computer file)
Subjects--Topical Terms:
231391
Computer animation.
Index Terms--Genre/Form:
214472
Electronic books.
LC Class. No.: QA76.76.C672 / G774 2010eb
Dewey Class. No.: 794.8/1526
Real-world Flash game developmenthow to follow best practices and keep your sanity /
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This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C?and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development. *Teaches Flash users the most effective ways to leverage Flash as a game development tool. Concrete, relatable approaches to Flash game development. & nbsp; * Provides sound strategies, and realistic goals for success - with REAL-WORLD examples and code included so that programmers become quickly empowered to make their own Flash games. *Covers ALL the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization.
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