Selasa, 31 Januari 2012

6 new posts


6 new posts

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Physics for Flash Games, Animation, and Simulations

Posted: 31 Jan 2012 06:55 AM PST

Physics for Flash Games, Animation, and Simulations

Book Description

Physics for Games, , and Simulations teaches programmers how to incorporate real physics into their 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 developers, animators, artists, and e-learning developers

The book assumes a basic knowledge of 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.

What you'll learn

  • Basic math and physics you’ll need to incorporate realism into your games, animations and simulations
  • How to incorporate a wide range of forces, including environmental forces such as gravity and friction, and forces due to fluids, such as drag and upthrust
  • How to build a number of realistic simulations, like submarines and flight simulators
  • How to model particle systems and use them for generative art and to create effects, such as smoke
  • Numerical subtleties, including accuracy and stability of integration schemes and handling boundary conditions properly; and how and when to use approximations and analytical solutions

Who this book is for
Flash developers interested in incorporating real physics into their games, animations, simulations or generative art projects.

Table of Contents

  1. Introduction to Physics
  2. Selected ActionScript 3.0 Topics
  3. Some Math Background
  4. Basic Physics Concepts
  5. The Laws Governing Motion
  6. Gravity, Orbits, and Rockets
  7. Contact and Fluid Forces
  8. Restoring Forces: Springs and Oscillations
  9. Centripetal Forces: Rotational Motion
  10. Long-Range Forces
  11. Collisions
  12. Particle Systems
  13. Extended Objects
  14. Numerical Integration Schemes
  15. Other Technical Issues
  16. Simulation Projects

Book Details

  • Paperback: 558 pages
  • Publisher: friendsofED (October 2011)
  • Language: English
  • ISBN-10: 1430236744
  • ISBN-13: 978-1430236740
Note: There is a file embedded within this post, please visit this post to download the file.

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Beginning iOS 5 Development: Exploring the iOS SDK

Posted: 31 Jan 2012 06:55 AM PST

Beginning iOS 5 Development: Exploring the iOS SDK

Book Description

The team that brought you the bestselling Beginning iPhone 4  is back again for Beginning 5 , bringing this definitive guide up-to-date with ’s latest and greatest SDK, as well as with the latest version of .

There’s coverage of brand new technologies, with chapters on storyboards and iCloud, for example, as well as significant updates to existing chapters to bring them in line with all the changes that came with the iOS 5 SDK. You’ll have everything you need to create your very own apps for the latest iOS devices, including the iPhone 4S, 2, and the latest iPod touch. Every single sample program in the book has been rebuilt from scratch using 4.2 and the latest iOS 5-specific templates and designed to take advantage of the latest features.

Assuming only a minimal working knowledge of , and written in a friendly, easy-to-follow style, Beginning iOS 5 Development offers a complete soup-to-nuts course in iPhone, , and iPod touch programming. The book starts with the basics, walking through the process of downloading and installing Xcode and the iOS 5 SDK, and then guides you though the creation of your first simple application.

From there, you'll learn how to integrate all the interface elements touch users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. You'll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The confusing art of table building will be demystified, and you'll learn how to save your data using the iPhone file system. You'll also learn how to save and retrieve your data using a variety of persistence techniques, including and . And there's much more! You'll learn to draw using and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in . You'll discover the fine points of application preferences and learn how to localize your apps for multiple languages.

  • The iOS 5 update to the bestselling and most recommended book for touch developers
  • Packed full of tricks, techniques, and enthusiasm for the new SDK from a developer perspective
  • Written in an accessible, easy-to-follow style

What you'll learn

  • Everything you need to know to develop your own bestselling iPhone and iPad apps
  • Best practices for optimizing your code and delivering great user experiences
  • How to create "universal" apps for both the iPhone and iPad
  • What is data persistence and why is it important
  • Get started with building cool, crisp User Interfaces
  • What and how to use Table Views
  • How to do graphics with Quartz and OpenGL ES
  • What geo app development features the new iOS 5 brings to the iPhone 4S
  • How to get your app in iCloud
  • And much much more…

Who this book is for
Everyone who wants to start developing for iPhone, iPod touch, and iPad! For the latest sourcecode, please head to www.iphonedevbook.com.

Table of Contents

  1. Welcome to the Jungle
  2. Appeasing the Tiki Gods
  3. Handling Basic Interaction
  4. More User Interface Fun
  5. Autorotation and Autosizing
  6. Multiview Applications
  7. Tab Bars and Pickers
  8. Introduction to Table Views
  9. Navigation Controllers and Table Views
  10. iPad Considerations
  11. Application Settings and User Defaults
  12. Basic Data Persistence
  13. Get Your App in the iCloud
  14. Grand Central Dispatch, Background Processing, and You
  15. Drawing with Quartz and OpenGL
  16. Taps, Touches, and Gestures
  17. Where Am I? Finding Your Way with Core Location
  18. Whee! Gyro and Accelerometer!
  19. iPhone Camera and Photo Library
  20. Application Localization
  21. Where to Next?

Book Details

  • Paperback: 752 pages
  • Publisher: Apress (December 2011)
  • Language: English
  • ISBN-10: 1430236051
  • ISBN-13: 978-1430236054
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Beginning Android 4 Games Development

Posted: 31 Jan 2012 04:44 AM PST

Beginning Android 4 Games Development

Book Description

Beginning 4 Games offers everything you need to join the ranks of successful developers. You’ll start with design fundamentals and basics, and then progress toward creating your own basic engine and playable that works on 4.0 and earlier devices. This will give you everything you need to branch out and write your own games.

The potential user base and the wide array of available high- devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through gaming title? Beginning Android 4 Games  will help you kick-start your .

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 and games and their successful implementation on the Android platform

What you'll learn

  • How to set up and use the development tools for developing your first Android 4 or earlier version game app
  • The fundamentals of game in the context of the Android platform
  • How to use the Android’s APIs for graphics, audio, and user input to reflect those fundamentals
  • How to develop two games from scratch, based on the and ES
  • How to create a full-featured game
  • How to publish your games, get crash reports, and support your users
  • How to complete your own playable 2D games

Who this book is for
This book is for people with a basic knowledge of who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.

Table of Contents

  1. Android, the New Kid on the Block
  2. First Steps with the Android SDK
  3. Game Development 101
  4. Android for Game Developers
  5. An Android Game Development Framework
  6. Mr. Nom Invades Android
  7. OpenGL ES: A Gentle Introduction
  8. 2D Game Programming Tricks
  9. Super Jumper: A 2D OpenGL ES Game
  10. OpenGL ES: Going 3D
  11. 3D Programming Tricks
  12. Droid Invaders: the Grand Finale
  13. Advanced Techniques from Latest SDK
  14. Publishing Your Game

Book Details

  • Paperback: 696 pages
  • Publisher: Apress (December 2011)
  • Language: English
  • ISBN-10: 1430239875
  • ISBN-13: 978-1430239871
Note: There is a file embedded within this post, please visit this post to download the file.

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Practical Android 4 Games Development

Posted: 31 Jan 2012 04:41 AM PST

Practical Android 4 Games Development

Book Description

Practical  4 Games continues your journey to becoming a hands-on  apps developer. This title guides you through the process of designing and developing apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more.

The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide—the first Android book approved by —recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the -based Android.

From -based casual games to -based first-person shooters, you find that learning how to create games on the fastest growing platform has never been easier.

  • Create and games for Android 4.0 phones and tablets such and the Motorola Xoom
  • Build your own reusable "black box" for
  • Easy-to-follow examples make creating the sample games a hands-on experience

What you'll learn

  • How to design and develop compelling 2D and 3D games
  • How to create rich environments and characters
  • How to do collision detection
  • How to add realism to your games with basic game physics
  • How to create a gaming "black box" that can be reused
  • How to play your games on Android phones and tablets

Who this book is for
This book is for aspiring Android game app developers who are ready to move beyond beginning level books or tutorials on Android game building.

Table of Contents

  1. Welcome to Andriod Gaming
  2. Star Fighter: A 2-D shooter
  3. Press Start: Making a Menu
  4. Drawing the Environment
  5. Creating Your Character
  6. Adding the Enemies
  7. Adding Basic Enemy Artifical Intelligence
  8. Defend yourself!
  9. Publishing Your Game
  10. BlobHunter: Creating 3-D Games
  11. Create an Immersive Environment
  12. Navigating the 3-D Environment

Book Details

  • Paperback: 320 pages
  • Publisher: Apress (December 2011)
  • Language: English
  • ISBN-10: 1430240296
  • ISBN-13: 978-1430240297
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Pro Web Project Management

Posted: 31 Jan 2012 04:40 AM PST

Pro Web Project Management

Book Description

Pro is a collection of hard-won lessons the authors have learned managing modern projects with small and medium budgets in a consulting environment. This isn't a book about theory. Pro Web Project Management tells how to create real deliverables, get answers from indecisive clients, manage wayward programmers, and use checklists to wow clients. This book is made up of real examples, real lessons, real documents, and real tips woven together into a step-by-step walkthrough of a project’s life cycle.

Pro Web Project Management is written for both the full-time project manager and the aspiring project manager who might have a role that blends client support, web , and project management. The project budget sweet spot for this book is $50,000 to $500,000. If you manage a project in this space, reading this book will make you a better project manager.

  • Learn how to manage a modern web project with a budget of $50,000 to $500,000
  • Get actionable tips on dealing with real project management challenges
  • Learn the simple, defined process—refined over the years—to take simple and complex projects from proposal to successful launch

What you'll learn

  • How to run an effective meeting
  • How to write scopes of work that lead to successful projects
  • How to create awesome screen mock-ups and wire frames
  • How to use checklists to ensure successful project launches
  • How to create deliverables like site maps, agendas, technical specifications, and requirements documents
  • How to keep developers on track without micro-managing

Who this book is for
Pro Web Project Management is for project managers, project managers in training, and client sponsors that need real advice, tips, and guidance on small and medium-sized projects. It’s an excellent choice for consulting organizations that build web sites and web applications for clients.

Table of Contents

  1. The Project Lifecycle
  2. The Project Definition & Scope of Work
  3. Meetings, Meetings, Meetings
  4. Discovery and Requirements
  5. Project Schedule & Budgeting
  6. Running the Project
  7. Technical Specification
  8. Quality Assurance &
  9. Deployment
  10. Support and Operations

Book Details

  • Paperback: 248 pages
  • Publisher: Apress (November 2011)
  • Language: English
  • ISBN-10: 1430240830
  • ISBN-13: 978-1430240839
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Startup: An Insider’s Guide to Launching and Running a Business

Posted: 31 Jan 2012 04:40 AM PST

Startup: An Insiders Guide to Launching and Running a Business

Book Description

Startup: An Insider’s Guide to Launching and Running a  is for people who are excellent at something—product or , writing code, or selling anything—but who are now toiling for others. Yet they have long had a dream: to take that special skill set and use it, on their own terms, in a startup .

This pattern is romanticized by the media in the form of the "tech entrepreneur"—the guy brainstorming with buddies in a garage who ends up selling his startup for millions. But what is the reality behind stories like that one? For that matter, what mental processes, frames of reference, hard knocks, and lessons learned make up the "back story" behind any startup success? This book not only reveals the actual experience of entrepreneurship, but it provides readers with a set of universal entrepreneurial skills and tools they can use to build a business.

Author Kevin Ready has made this journey, and more than once. He earned his MBA—Master of Bruise Acquisition—through numerous encounters with "situations," problems, black holes, bad employees, sea monsters, not enough , and other karate chops to the organizational body. Startup illustrates in detail the lessons he learned the hard way—so you don't have to.

Backed up by stories of both his successes and failures, Ready helps readers learn shortcuts to help them do what eight out of 10 entrepreneurs can't: Build and sustain a successful start-up.

  • Illustrates the entrepreneurial journey from start to finish
  • Helps readers decide—or not—to start a business
  • Provides dozens of lessons learned and other takeaways budding entrepreneurs can put to use today

What you'll learn

  • What entrepreneurship is, and what it is not.
  • How to get into the skin of an entrepreneur and see the world from that perspective—before you quit your job and put everything on the line.
  • Key lessons that have left burn marks and abrasions on the (now very thick) skins of successful entrepreneurs.
  • Why building your product is only half the battle.
  • What the most important goals and imperatives are for any business, ensuring that you can start working on them from day one instead of stumbling into them years later and losing time, , and opportunity in the process.
  • What you must know about finding, recruiting, and growing a team of dedicated employees that will share your vision and eventually take ownership of your ideas and carry them forward for you.
  • The advanced mind-over-business strategies for staying on top of (and inside of) the complex currents that make up your business and the market it flows within. These tools are a prime distinguishing factor for superstar entrepreneurs.

Who this book is for
This book is for anyone wishing to start a business, but especially IT workers toiling in the trenches who have dreamed of a starting a business. What’s involved? What challenges can I expect? How do I survive common entrepreneurial mishaps? Once I get the business up and running, how do I keep the wheels turning profitably? How do I attract customers? How do I manage people? This book answers those questions and many more.

Table of Contents
Chapter 1. Setting the Stage for Starting a Business
Chapter 2. Operations and Decisions: Core Lessons in Execution
Chapter 3. Your Products and Services
Chapter 4. Building a Team: You Can't Do It Alone
Chapter 5. Strategic Thinking: Advanced Lessons for Founders
Chapter 6. The Exit: Letting the Business Go

Book Details

  • Paperback: 150 pages
  • Publisher: Apress (December 2011)
  • Language: English
  • ISBN-10: 1430242183
  • ISBN-13: 978-1430242185
Note: There is a file embedded within this post, please visit this post to download the file.

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