Selasa, 06 Desember 2011

4 new posts


4 new posts

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HTML5 Canvas Cookbook

Posted: 06 Dec 2011 04:03 AM PST

HTML5 Canvas Cookbook

Book Description

The HTML5 canvas is revolutionizing graphics and visualizations on the Web. Powered by JavaScript, the HTML5 Canvas API enables web developers to create visualizations and animations right in the browser without Flash. Although the HTML5 Canvas is quickly becoming the standard for online graphics and interactivity, many developers fail to exercise all of the features that this powerful technology has to offer.

The HTML5 Canvas Cookbook begins by covering the basics of the HTML5 Canvas API and then progresses by providing advanced techniques for handling features not directly supported by the API such as animation and canvas interactivity. It winds up by providing detailed templates for a few of the most common HTML5 canvas applications—data visualization, game development, and 3D modeling. It will acquaint you with interesting topics such as fractals, animation, physics, color models, and matrix mathematics.

By the end of this book, you will have a solid understanding of the HTML5 Canvas API and a toolbox of techniques for creating any type of HTML5 Canvas application, limited only by the extent of your imagination.

What you will learn from this book:

  • Learn about the fundamentals of line drawing, text drawing, shape drawing, composites, and picture drawing.
  • Work with images, video, and pixel manipulation.
  • Apply transformation effects including translations, scaling, rotations, and shearing.
  • Animate linear motions, accelerations, and oscillations, and create a particle physics simulator.
  • Extend the HTML5 Canvas API to support shape event handling for desktop and mobile applications.
  • Construct data visualizations with graphs and charts.
  • Develop your own HTML5 canvas games.
  • Create stunning 3D visualizations with WebGL.

Approach
Written in cookbook style, this book offers a wide array of techniques for building HTML5 Canvas applications. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order.

Who this book is written for
This book is geared towards web developers who are familiar with HTML and JavaScript. It is written for both beginners and seasoned HTML5 developers with a good working knowledge of JavaScript.

Book Details

  • Paperback: 348 pages
  • Publisher: Packt Publishing (November 2011)
  • Language: English
  • ISBN-10: 1849691363
  • ISBN-13: 978-1849691369
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Google SketchUp for Game Design: Beginner’s Guide

Posted: 06 Dec 2011 04:03 AM PST

Google SketchUp for Game Design: Beginners Guide

Book Description

Creating video game environments similar to the best 3D games on the market is now within the capability of hobbyists for the first time, with the free availability of game development software such as Unity 3D, and the ease with which groups of enthusiasts can get together to pool their skills for a game project. The sheer number of these independent game projects springing up means there is a constant need for game art, the physical 3D environment and objects that inhabit these game worlds. Now thanks to Google there is an easy, fun way to create professional game art, levels and props.

Google SketchUp is the natural choice for beginners to game design. This book provides you with the workflow to quickly build realistic 3D environments, levels, and props to fill your game world. In simple steps you will model terrain, buildings, vehicles, and much more.

Google SketchUp is the ideal entry level modeling tool for game design, allowing you to take digital photographs and turn them into 3D objects for quick, fun, game creation. SketchUp for Game Design takes you through the modeling of a game level with SketchUp and Unity 3D, complete with all game art, textures and props. You will learn how to create cars, buildings, terrain, tools and standard level props such as barrels, fencing and wooden pallets. You will set up your game level in Unity 3D to create a fully functional first person walk-around level to email to your friends or future employers.

When you have completed the projects in this book, you will be comfortable creating 3D worlds, whether for games, visualization, or films.

What you will learn from this book :

  • Discover the tools required to make game level and asset creation a swift and easy process
  • Create “game ready” textures from photos
  • Learn techniques for quick modeling by creating assets straight from textures
  • Sculpt rough terrains using easy Sandbox tools in SketchUp
  • Import the game art you created with SketchUp into a professional game engine: Unity 3D
  • Create realistic assets to bring the game alive such as buildings, tools, barrels, and rusty fencing
  • Model a 3D automobile with advanced SketchUp tricks and techniques
  • How to add lighting and walk around in your game

Approach
The book takes a clear, step-by-step approach to building a complete game level using SketchUp with many props and textures.

Who this book is written for
This book is designed for anyone who wants to create entire 3D worlds in freely available game engines such as Unity 3D, CryEngine, Ogre, Panda3D, Unreal Engine, and Blender Game Engine. It also targets all those who wish to create new levels and assets to sell in game asset stores or use in visualization or animation.

Book Details

  • Paperback: 270 pages
  • Publisher: Packt Publishing (November 2011)
  • Language: English
  • ISBN-10: 1849691347
  • ISBN-13: 978-1849691345
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Google Plus First Look

Posted: 06 Dec 2011 04:02 AM PST

Google Plus First Look

Book Description

Start your social media experience afresh, having the most fun you possibly can sitting at a computer or holding your smart phone.

Whether restarting your social media participation from another network (doing it right and with a lot more control this time) or just jumping in for the first time, this book leads you triumphantly through Plus. Like Plus itself, the book is fun, exciting, and condenses everything you need for maximizing enjoyment in an easily readable format with tons of informative illustrations.

Google Plus First Look shows you how to join Plus and the kind of initial setup that guarantees a successful and fun-filled experience. The second chapter shows you Circles, Google's innovative bit of genius that has taken social networking to a new level of control over our own interactions. We'll see (and I do mean see) how Hangouts (video conferencing) works, and master Streams (where posts go), and Sparks (that jumpstart us posting). Sharing photos and video is the easiest you've ever seen, and you will see it in Chapter 5. Nor do you have to leave Plus at home, in Chapter 6 we take our social networking with us on our smartphones. Photos and videos upload automatically, ready for sharing. Finally, we learn how to promote things the right way, the polite way on Plus. This book serves as an indispensible reference to all that and more.

What you will learn from this book:

  • The basics of Plus
  • The easiest but most productive methods of coming up to speed on this fun-packed, powerful new kind of social network
  • Getting everyone in circles
  • Working with built-in video chat and related features
  • Using Google+ on your mobile
  • Promoting on Plus

Approach
Through over 100 books, mostly computer-related, the author has mastered a fun but information packed style that gives you exactly what you want — up to speed on Plus with minimal effort and maximum results.

Who this book is written for
Google+ or Plus (the terms are interchangeable) was written for everyone. This book mirrors that concept and is written for everyone — from us techheads (early adopters) to delightful old Aunt Mable and the rest of the Thursday Night Bridge Club. Because social networking exists for all people and we are all people — all of us are plusses on Plus.

Book Details

  • Paperback: 208 pages
  • Publisher: Packt Publishing (November 2011)
  • Language: English
  • ISBN-10: 1849685347
  • ISBN-13: 978-1849685344
Note: There is a file embedded within this post, please visit this post to download the file.

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Adobe Flash 11 Stage3D (Molehill) Game Programming: Beginner’s Guide

Posted: 06 Dec 2011 04:02 AM PST

Adobe Flash 11 Stage3D (Molehill) Game Programming: Beginners Guide

Book Description

Adobe's Stage3D (Molehill) is a set of 3D APIs that has brought 3D to the Flash platform. Being a completely new technology, there were almost no resources to get you acquainted with this revolutionary platform, until now.

This book will show you how to make your very own next-gen 3D games in Flash. If you have ever dreamed of writing your own console-style 3d game in Flash, get ready to be blown away by the hardware accelerated power of Stage3D. This book will lead you step-by-step through the process of programming a 3D game in Actionscript 3 using this exciting new technology. Filled with examples, pictures and source code, this is a practical and fun-to-read guide that will benefit both 3D programming beginners and expert game developers alike.

Starting with simple tasks like setting up Flash to render a simple 3d shape, each chapter presents a deeper and more complete videogame as an example project. Right from a simple tech demo, your game will grow to become a finished product – your very own playable 3d game filled with animation, special effects, sounds, and tons of action. The goal of this book is to teach you how to program a complete game in Molehill that has a beginning, middle, and game over.

As you progress further into your epic quest, you will learn all sorts of useful tricks such as ways to create eye-catching special effects using textures, special blend modes for transparent particle systems, fantastic vertex and fragment programs that are used to craft beautiful shaders and much more. You will learn how to upload the geometry of your 3D models to video RAM for ultra-fast rendering. You will dive into the magical art of AGAL shader programming. You will learn optimization tricks to achieve blazingly fast frame rate even at full screen resolutions. With each chapter, you will "level up" your game programming skills, earning the title of Molehill Master – you will be able to honestly call yourself a 3D game programmer.

This book is written for beginners by a veteran game developer. It will become your trusty companion filled with the knowledge you need to make your very own 3D games in Flash.

The sample chapter for this book will be made available very soon. Thank you for your patience.

What you will learn from this book :

  • Animate complex 3d scenes in Flash.
  • Initialize the Molehill graphics engine enabling hardware 3d acceleration.
  • Overlay 2D Flash on top of your 3d scenes for beautiful user interfaces.
  • Render splendid textures for eye-catching visuals.
  • Upload 3D model geometry for in-game items, enemies, terrain and levels.
  • Program incredible looking shaders in AGAL that run incredibly fast.
  • Make your own special effects like explosions, sparks, and magic.
  • Write event handlers and timers that control the action.
  • Track player movements, health and the game state.
  • Trigger game events, detect collisions, and control the game.
  • Compile your project to a .SWF that you can put on a web page.

Approach
Written in an informal and friendly manner, the style and approach of this book will take you on an exciting adventure. Piece by piece, detailed examples help you along the way by providing real-world game code required to make a complete 3D video game. Each chapter builds upon the experience and achievements earned in the last, culminating in the ultimate prize – your game!

Who this book is written for
If you ever wanted to make your own 3D game in Flash, then this book is for you. This book is a perfect introduction to 3D game programming in Adobe Molehill for complete beginners. You do not need to know anything about Stage3D/Molehill or Flash 11 in order to take advantage of the examples in this book. This book assumes that you have programming experience in AS3 (Actionscript 3).

Book Details

  • Paperback: 412 pages
  • Publisher: Packt Publishing (November 2011)
  • Language: English
  • ISBN-10: 1849691681
  • ISBN-13: 978-1849691680
Note: There is a file embedded within this post, please visit this post to download the file.

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