Box2d For Flash Games
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Author |
: Emanuele Feronato |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 274 |
Release |
: 2012-11-23 |
ISBN-10 |
: 9781849519632 |
ISBN-13 |
: 1849519633 |
Rating |
: 4/5 (32 Downloads) |
Synopsis Box2d for Flash Games by : Emanuele Feronato
This book is a step by step guide to create games with Box2D explained in a simple and friendly way. Are you familiar with ActionScript3 and want to explore the capabilities of physics in game design using Box2D, then this book is for you. You don't have to be an AS3 hero: if you know how to create classes and functions with AS3, then you can make your first physics game!
Author |
: Mario Zechner |
Publisher |
: Apress |
Total Pages |
: 685 |
Release |
: 2012-01-25 |
ISBN-10 |
: 9781430239888 |
ISBN-13 |
: 1430239883 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Beginning Android 4 Games Development by : Mario Zechner
Beginning Android 4 Games Development offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress toward creating your own basic game engine and playable game that works on Android 4.0 and earlier devices. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android 4 Games Development will help you kick-start your project. The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics: The fundamentals of Android game development targeting Android 1.5-4.0+ devices The Android platform basics to apply those fundamentals in the context of making a game The design of 2D and 3D games and their successful implementation on the Android platform
Author |
: Sudharsan Ravichandiran |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 309 |
Release |
: 2018-06-28 |
ISBN-10 |
: 9781788836913 |
ISBN-13 |
: 178883691X |
Rating |
: 4/5 (13 Downloads) |
Synopsis Hands-On Reinforcement Learning with Python by : Sudharsan Ravichandiran
A hands-on guide enriched with examples to master deep reinforcement learning algorithms with Python Key Features Your entry point into the world of artificial intelligence using the power of Python An example-rich guide to master various RL and DRL algorithms Explore various state-of-the-art architectures along with math Book Description Reinforcement Learning (RL) is the trending and most promising branch of artificial intelligence. Hands-On Reinforcement learning with Python will help you master not only the basic reinforcement learning algorithms but also the advanced deep reinforcement learning algorithms. The book starts with an introduction to Reinforcement Learning followed by OpenAI Gym, and TensorFlow. You will then explore various RL algorithms and concepts, such as Markov Decision Process, Monte Carlo methods, and dynamic programming, including value and policy iteration. This example-rich guide will introduce you to deep reinforcement learning algorithms, such as Dueling DQN, DRQN, A3C, PPO, and TRPO. You will also learn about imagination-augmented agents, learning from human preference, DQfD, HER, and many more of the recent advancements in reinforcement learning. By the end of the book, you will have all the knowledge and experience needed to implement reinforcement learning and deep reinforcement learning in your projects, and you will be all set to enter the world of artificial intelligence. What you will learn Understand the basics of reinforcement learning methods, algorithms, and elements Train an agent to walk using OpenAI Gym and Tensorflow Understand the Markov Decision Process, Bellman’s optimality, and TD learning Solve multi-armed-bandit problems using various algorithms Master deep learning algorithms, such as RNN, LSTM, and CNN with applications Build intelligent agents using the DRQN algorithm to play the Doom game Teach agents to play the Lunar Lander game using DDPG Train an agent to win a car racing game using dueling DQN Who this book is for If you’re a machine learning developer or deep learning enthusiast interested in artificial intelligence and want to learn about reinforcement learning from scratch, this book is for you. Some knowledge of linear algebra, calculus, and the Python programming language will help you understand the concepts covered in this book.
Author |
: Adrian Dobre |
Publisher |
: Apress |
Total Pages |
: 547 |
Release |
: 2012-01-31 |
ISBN-10 |
: 9781430236757 |
ISBN-13 |
: 1430236752 |
Rating |
: 4/5 (57 Downloads) |
Synopsis Physics for Flash Games, Animation, and Simulations by : Adrian Dobre
Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations. Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right) Packed full of practical examples of how physics can be applied to your own games and applications Addresses the diverse needs of game developers, animators, artists, and e-learning developers The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.
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 |
: Jacob Seidelin |
Publisher |
: John Wiley & Sons |
Total Pages |
: 565 |
Release |
: 2011-11-30 |
ISBN-10 |
: 9781119976332 |
ISBN-13 |
: 1119976332 |
Rating |
: 4/5 (32 Downloads) |
Synopsis HTML5 Games by : Jacob Seidelin
Discover new opportunities for building 2D and 3D games with HTML5 The newest iteration of HTML, HTML5 can be used with JavaScript, CSS3, and WebGL to create beautiful, unique, engaging games that can be played on the web or mobile devices like the iPad or Android phones. Gone are the days where games were only possible with plugin technologies such as Flash and this cutting-edge book shows you how to utilize the latest open web technologies to create a game from scratch using Canvas, HTML5 Audio, WebGL, and WebSockets. You'll discover how to build a framework on which you will create your HTML5 game. Then each successive chapter covers a new aspect of the game, including user input, sound, multiplayer functionality, 2D and 3D graphics, and more. Aims directly at a new way to develop games for the web through the use of HTML5 Demonstrates how to make iOS and Android web apps Explains how to capture player input; create 3D graphics; and incorporate textures, lighting, and sound Guides you through the process of creating a game from scratch using Canvas, HTML5 Audio, WebGL, and WebSockets By the end of this invaluable book, you will have created a fully functional game that can be played in any compatible browser or on any mobile device that supports HTML5.
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 |
: Matthew David |
Publisher |
: CRC Press |
Total Pages |
: 310 |
Release |
: 2012-10-12 |
ISBN-10 |
: 9781136022500 |
ISBN-13 |
: 1136022503 |
Rating |
: 4/5 (00 Downloads) |
Synopsis Flash Mobile by : Matthew David
Build rich media applications for the iOS and Android platforms with this primer to Flash mobile development. You get all of the essentials-from setting up your development environment to publishing your apps to the Google Market Place/Apple iTunes App Store. Develop elementary applications without coding; then realize the power of ActionScript 3 to add rich complexity to your applications. Step-by-step instruction is combined with practical tutorial lessons to deliver a working understanding of the development stages including: *Rapid prototyping *Adding interactivity, audio, and video *Employing iOS and Android Interface Calls *Hardware optimization with AIR *Game development; game engines, controlling physics, and 3D *Designing for iPad, Android tablets, and Google TV *Code optimization, testing, and debugging User interfaces are presented in full color to illustrate their nuances. The companion website, www.visualizetheweb/flashmobile, includes all of the AS3 code, project files, and a blog to keep you up to date with related news and developments.
Author |
: Ian Millington |
Publisher |
: CRC Press |
Total Pages |
: 542 |
Release |
: 2010-07-23 |
ISBN-10 |
: 9780123819772 |
ISBN-13 |
: 0123819776 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Game Physics Engine Development by : Ian Millington
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne
Author |
: Richard A. Rogers |
Publisher |
: Addison-Wesley Professional |
Total Pages |
: 480 |
Release |
: 2012 |
ISBN-10 |
: 9780321769626 |
ISBN-13 |
: 0321769627 |
Rating |
: 4/5 (26 Downloads) |
Synopsis Learning Android Game Programming by : Richard A. Rogers
Provides information on creating games for Android mobile devices, covering such topics as implementing the game loop, integrating user input, building virtual worlds with tile maps, and creating a scoring framework.