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Real-world flash game development : how to follow best practices and keep your sanity /

Covering Flash for the everyday developer, Real-World Flash Game Development, Second Edition, bridges the gap for coders who may be used to C++, Java, or C♯ and want to move over to Flash.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Griffith, Christopher, 1979-
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Burlington, MA : Focal Press, 2011.
Edición:2nd ed.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Griffith, Christopher,  |d 1979- 
245 1 0 |a Real-world flash game development :  |b how to follow best practices and keep your sanity /  |c Christopher Griffith. 
250 |a 2nd ed. 
260 |a Burlington, MA :  |b Focal Press,  |c 2011. 
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520 |a Covering Flash for the everyday developer, Real-World Flash Game Development, Second Edition, bridges the gap for coders who may be used to C++, Java, or C♯ and want to move over to Flash. 
520 |a With extensive real-world scenarios, this second edition includes all new game examples, robust physics, and collision detection, as well as mobile device coverage with Android and iOS platform development for use on phones and tablets. 
520 |a Stay ahead of the technology with coverage of the new features available in Flash CS5.5, Flash Player 10.1, and AIR 2.6, specifically written for game developers. 
520 |a From start to finish game development, Real-World Flash Game Development, Second Edition, covers all of the aspects that come into play when developing a game in Flash, including art, animation, scripting, and optimization. 
520 |a The website www.flashgamebook.com offers all of the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum where you can ask questions and share ideas. --Book Jacket. 
588 0 |a Print version record. 
505 0 |a Computer science isn't for everyone -- The best tool for the job -- A plan is worth a thousand aspirin -- //Comments FTW! -- The least you can do versus an architect's approach -- Managing your assets and working with graphics -- Make it move--ActionScript animation -- Turn it up to 11 : working with audio -- Put the view back in "video game" -- XML and dynamic content -- Four-letter word : M-A-T-H -- Don't hit me : collision detection techniques -- MixUp- a simple engine -- Bringing it all together : a platformer -- Marble runner : our first mobile game -- Air hockey : a multitouch multiplayer tablet game. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a Flash (Computer file) 
630 0 7 |a Flash (Computer file)  |2 blmlsh 
630 0 7 |a Flash (Computer file)  |2 fast 
650 0 |a Video games  |x Programming. 
650 0 |a Computer animation. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Animation par ordinateur. 
650 7 |a computer animation.  |2 aat 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a Computer animation  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
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