Actionscript For Multiplayer Games And Virtual Worlds
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Author |
: Jobe Makar |
Publisher |
: New Riders |
Total Pages |
: 313 |
Release |
: 2009-09-22 |
ISBN-10 |
: 9780321679468 |
ISBN-13 |
: 0321679466 |
Rating |
: 4/5 (68 Downloads) |
Synopsis ActionScript for Multiplayer Games and Virtual Worlds by : Jobe Makar
The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn’t as difficult as you might think, and it is fun and highly rewarding! ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you’ll learn: How to connect users to achieve real-time interaction When to make decisions on the server versus the game client Time synchronization techniques How to use dead reckoning smoothing to hide network latency About tile-based games the isometric view Techniques for customizing and rendering avatars in a virtual world In addition, you’ll learn everything that goes into building: A real-time multiplayer tank battle game A real-time multilayer cooperative game A virtual world
Author |
: Makzan |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 599 |
Release |
: 2010-08-16 |
ISBN-10 |
: 9781849690379 |
ISBN-13 |
: 1849690375 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Flash Multiplayer Virtual Worlds by : Makzan
Build immersive, full-featured interactive worlds for games, online communities, and more.
Author |
: Steve Fulton |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 750 |
Release |
: 2013-04-11 |
ISBN-10 |
: 9781449335885 |
ISBN-13 |
: 1449335888 |
Rating |
: 4/5 (85 Downloads) |
Synopsis HTML5 Canvas by : Steve Fulton
Flash is fading fast as Canvas continues to climb. The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You’ll learn how to draw, render text, manipulate images, and create animation—all in the course of building an interactive web game throughout the book. Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics—whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development. Create and modify 2D drawings, text, and bitmap images Use algorithms for math-based movement and physics interactions Incorporate and manipulate video, and add audio Build a basic framework for creating a variety of games Use bitmaps and tile sheets to develop animated game graphics Go mobile: build web apps and then modify them for iOS devices Explore ways to use Canvas for 3D and multiplayer game applications
Author |
: Gary Rosenzweig |
Publisher |
: Pearson Education |
Total Pages |
: 823 |
Release |
: 2011-01-13 |
ISBN-10 |
: 9780132678865 |
ISBN-13 |
: 0132678861 |
Rating |
: 4/5 (65 Downloads) |
Synopsis ActionScript 3.0 Game Programming University by : Gary Rosenzweig
Learn ActionScript 3.0 the fun way, by creating 16 great games: real, robust games - not just "web toys"! Highly-rated ActionScript tutorial, now with seven new 3D and card games! Code and techniques easily adaptable to training, advertising, and more For Flash artists learning ActionScript, Flash programmers seeking to create games, and upgraders from ActionScript 1.0/2.0. Includes a chapter on developing games in Flash for the iPhone! Gary Rosenzweig's ActionScript 3.0 Game Programming University, Second Edition is the best hands-on tutorial for learning ActionScript 3.0, the programming language behind Flash Professional CS5. You will master all the basics of ActionScript programming by building 16 robust games. One step at a time, you'll learn techniques (and get tested code) that can be adapted to virtually any project, from games to training and advertising. The first edition earned widespread raves; Rosenzweig has now updated it with seven brand-new games that teach even more valuable ActionScript 3.0 skills and techniques. You will first learn how Flash and ActionScript 3.0 work together, the elements of an ActionScript program, and how to build a basic game framework with ActionScript. Next, Rosenzweig walks you through building the full spectrum of ActionScript games, including brain games, animation-based games, picture puzzles, games based on direction and movement, casual games, word games, Q and A games, action games, game worlds, and more. This edition adds new chapters on card games and 3D games, with High-Low, Video Poker, Blackjack, 3D Paddle Ball, 3D Scavenger Hunt, and two other new projects.
Author |
: Christopher Griffith |
Publisher |
: Taylor & Francis |
Total Pages |
: 434 |
Release |
: 2012-11-12 |
ISBN-10 |
: 9781136136931 |
ISBN-13 |
: 1136136932 |
Rating |
: 4/5 (31 Downloads) |
Synopsis Real-World Flash Game Development by : Christopher Griffith
Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games. Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done. Griffith 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 10 years in the industry. The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development. The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.
Author |
: Robert Nystrom |
Publisher |
: Genever Benning |
Total Pages |
: 353 |
Release |
: 2014-11-03 |
ISBN-10 |
: 9780990582915 |
ISBN-13 |
: 0990582914 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Game Programming Patterns by : Robert Nystrom
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Author |
: John P. Doran |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 452 |
Release |
: 2014-11-11 |
ISBN-10 |
: 9781783553662 |
ISBN-13 |
: 1783553669 |
Rating |
: 4/5 (62 Downloads) |
Synopsis Unity Game Development Blueprints by : John P. Doran
If you want to build enticing projects with Unity, this book is for you. Readers who are familiar with the basics of how to create simple projects in Unity will have an easier time.
Author |
: Jeff Fulton |
Publisher |
: Apress |
Total Pages |
: 655 |
Release |
: 2010-04-28 |
ISBN-10 |
: 9781430226154 |
ISBN-13 |
: 1430226153 |
Rating |
: 4/5 (54 Downloads) |
Synopsis The Essential Guide to Flash Games by : Jeff Fulton
The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games. The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest. Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project. Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.
Author |
: Dirk Ifenthaler |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 476 |
Release |
: 2012-06-13 |
ISBN-10 |
: 9781461435464 |
ISBN-13 |
: 1461435463 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Assessment in Game-Based Learning by : Dirk Ifenthaler
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
Author |
: Rex van der Spuy |
Publisher |
: Apress |
Total Pages |
: 677 |
Release |
: 2012-03-28 |
ISBN-10 |
: 9781430239949 |
ISBN-13 |
: 1430239948 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Foundation Game Design with ActionScript 3.0 by : Rex van der Spuy
In response to the success of the first edition of Foundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use. We’ve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with ActionScript 3.0 is to take you, even if you’ve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies—to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. Foundation Game Design with ActionScript 3.0 is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the book for you. Focused and friendly introduction to designing games with Flash and ActionScript Detailed case studies of Flash games Essential techniques for building games, with each chapter gently building on the skills of preceding chapters Modern best practices and new content on ActionScript 3.0 Also covers asset creation in Photoshop and Illustrator