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Build Your Own 2D Game Engine and Create Great Web Games : Using HTML5, JavaScript, and WebGL

Author: Kelvin Sung; Jebediah Pavleas; Fernando Arnez; Jason Pace
Publisher: Berkeley, CA : Apress : Imprint : Apress, 2015.
Series: The expert's voice in game development
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build  Read more...
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Details

Genre/Form: Electronic books
Additional Physical Format: Printed edition:
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Kelvin Sung; Jebediah Pavleas; Fernando Arnez; Jason Pace
ISBN: 9781484209523 1484209524 9781484209530 1484209532
OCLC Number: 932166813
Description: 1 online resource (XXIII, 468 pages 164 illustrations) : online resource.
Contents: Machine generated contents note: Technologies --
Setting Up Your Development Environment --
Downloading and Installing JavaScript Syntax Checker --
Working in the NetBeans Development Environment --
Creating an HTML5 Project in NetBeans --
Relationship Between the Project Files and the File System --
How to Use This Book --
How Do You Make a Great Video Game? --
References --
Technologies --
Introduction --
Canvas for Drawing --
HTML5 Canvas Project --
Separating HTML and JavaScript --
JavaScript Source File Project --
Observations --
Elementary Drawing with WebGL --
Draw One Square Project --
Observations --
Abstraction with JavaScript Objects --
JavaScript Objects Project --
Observations --
Separating GLSL from HTML --
Shader Source Files Project --
Source Code Organization --
Changing the Shader and Controlling the Color --
Parameterized Fragment Shader Project --
Summary --
Introduction --
Encapsulating Drawing --
Renderable Objects Project --
Observations --
Transforming a Renderable Object --
Matrices as Transform Operators --
glMatrix Library --
Matrix Transform Project --
Observations --
Encapsulating the Transform Operator --
Transform Objects Project --
Transform Object --
View, Projection, and Viewports --
Coordinate Systems and Transformations --
View Projection and Viewport Project --
Camera --
Camera Objects Project --
Summary --
Introduction --
Game Loop --
Game Loop Project --
Keyboard Input --
Keyboard Support Project --
Resource Management and Asynchronous Loading --
Resource Map and Shader Loader Project --
Game Level from a Scene File --
Scene File Project --
Scene Object: Client Interface to the Game Engine --
Scene Objects Project --
Audio --
Audio Support Project --
Summary --
Game Design Considerations --
Introduction --
Texture Mapping and Texture Coordinates --
Texture Shaders Project --
Drawing with Sprite Sheets --
Sprite Shaders Project --
Sprite Animations --
Overview of Animated Sprite Sheets --
Sprite Animation Project --
Fonts and Drawing of Text --
Bitmap Fonts --
Font Support Project --
Summary --
Game Design Considerations --
Introduction --
Game Objects --
Game Objects Project --
Chasing of a GameObject --
Vectors Review --
Front and Chase Project --
Collisions Between GameObjects --
Bounding Box --
Bounding Box and Collisions Project --
Per-Pixel Collisions --
Per-Pixel Collisions Project --
Generalized Per-Pixel Collisions --
Vector Review: Components and Decomposition --
General Pixel Collisions Project --
Per-Pixel Collisions for Sprites --
Sprite Pixel Collisions Project --
Summary --
Game Design Considerations --
Introduction --
Camera Manipulations --
Camera Manipulations Project --
Interpolation --
Camera Interpolations Project --
Camera Shake Effect --
Camera Shake Project --
Multiple Cameras --
Multiple Cameras Project --
Mouse Input Through Cameras --
Mouse Input Project --
Summary --
Game Design Considerations --
Introduction --
Overview of Illumination and GLSL Implementation --
Ambient Light --
Global Ambient Project --
Light Source --
GLSL Implementation and Integration into the Game Engine --
Simple Light Shader Project --
Multiple Light Sources and Distance Attenuation --
Multiple Lights Project --
Diffuse Reflection and Normal Mapping --
Normal Maps and Illumination Shaders Project --
Specular Reflection and Materials --
Integration of Material in the Game Engine and GLSL Shaders --
Material and Specularity Project --
Light Source Types --
Directional and Spot Lights Project --
Shadow Simulation --
Shadow Simulation Algorithm --
Shadow Shaders Project --
Summary --
Game Design Considerations --
Introduction --
Physics Overview --
Movement --
Collision Detection --
Collision Resolution --
Detecting Collisions --
Rigid Shape Bounds Project --
Resolving Collisions --
Rigid Shape Impulse Project --
Particles and Particle Systems --
Particles Project --
Particle Emitters --
Particle Emitters Project --
Summary --
Game Design Considerations --
Introduction --
Tiling of the Background --
Tiled Objects Project --
Simulating Motion Parallax with Parallax Scrolling --
ParallaxObjects Project --
Layer Management --
Layer Manager Project --
Summary --
Game Design Considerations --
Part 1: Refining the Concept --
Part 2: Integrating a Setting --
Contextual Images Bring the Setting to Life --
Defining the Playable Space --
Adding Layout to the Playable Space --
Tuning the Challenge and Adding Fun --
Further Tuning: Introducing Enemies --
General Considerations --
Part 3: Integrating Additional Design Elements --
Visual Design --
Game Audio --
Interaction Model --
Game Systems and Meta Game --
User Interface (U0 Design --
Game Narrative --
Bonus Content: Adding a Second Stage to the Level --
Summary.
Series Title: The expert's voice in game development
Responsibility: by Kelvin Sung, Jebediah Pavleas, Fernando Arnez, Jason Pace.

Abstract:

Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build fun and engaging 2D games. By the end of this book you will have created a complete prototype level for a side scrolling action platform game and will be prepared to begin designing additional levels and games of your own. This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement th ese concepts based on HTML5, JavaScript, and WebGL. After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere.

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