Physics for Flash Games, Animation, and Simulations Posted: 31 Jan 2012 06:55 AM PST Book Description 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. 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 - Introduction to Physics Programming
- Selected ActionScript 3.0 Topics
- Some Math Background
- Basic Physics Concepts
- The Laws Governing Motion
- Gravity, Orbits, and Rockets
- Contact and Fluid Forces
- Restoring Forces: Springs and Oscillations
- Centripetal Forces: Rotational Motion
- Long-Range Forces
- Collisions
- Particle Systems
- Extended Objects
- Numerical Integration Schemes
- Other Technical Issues
- Simulation Projects
Book Details - Paperback: 558 pages
- Publisher: friendsofED (October 2011)
- Language: English
- ISBN-10: 1430236744
- ISBN-13: 978-1430236740
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Beginning iOS 5 Development: Exploring the iOS SDK Posted: 31 Jan 2012 06:55 AM PST Book Description The team that brought you the bestselling Beginning iPhone 4 Development is back again for Beginning iOS 5 Development, bringing this definitive guide up-to-date with Apple’s latest and greatest iOS SDK, as well as with the latest version of Xcode. 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, iPad 2, and the latest iPod touch. Every single sample program in the book has been rebuilt from scratch using Xcode 4.2 and the latest iOS 5-specific project templates and designed to take advantage of the latest Xcode features. Assuming only a minimal working knowledge of Objective-C, and written in a friendly, easy-to-follow style, Beginning iOS 5 Development offers a complete soup-to-nuts course in iPhone, iPad, 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 Apple 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 Core Data and SQLite. And there's much more! You'll learn to draw using Quartz 2D and OpenGL ES, add multitouch gestural support (pinches and swipes) to your applications, and work with the camera, photo library, accelerometer, and built-in GPS. 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 Cocoa 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 - Welcome to the Jungle
- Appeasing the Tiki Gods
- Handling Basic Interaction
- More User Interface Fun
- Autorotation and Autosizing
- Multiview Applications
- Tab Bars and Pickers
- Introduction to Table Views
- Navigation Controllers and Table Views
- iPad Considerations
- Application Settings and User Defaults
- Basic Data Persistence
- Get Your App in the iCloud
- Grand Central Dispatch, Background Processing, and You
- Drawing with Quartz and OpenGL
- Taps, Touches, and Gestures
- Where Am I? Finding Your Way with Core Location
- Whee! Gyro and Accelerometer!
- iPhone Camera and Photo Library
- Application Localization
- 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 Book Description 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
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 programming 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 2D games from scratch, based on the Canvas API and OpenGL ES
- How to create a full-featured 3D game
- How to publish your games, get crash reports, and support your users
- How to complete your own playable 2D OpenGL games
Who this book is for This book is for people with a basic knowledge of Java 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 - Android, the New Kid on the Block
- First Steps with the Android SDK
- Game Development 101
- Android for Game Developers
- An Android Game Development Framework
- Mr. Nom Invades Android
- OpenGL ES: A Gentle Introduction
- 2D Game Programming Tricks
- Super Jumper: A 2D OpenGL ES Game
- OpenGL ES: Going 3D
- 3D Programming Tricks
- Droid Invaders: the Grand Finale
- Advanced Techniques from Latest SDK
- Publishing Your Game
Book Details - Paperback: 696 pages
- Publisher: Apress (December 2011)
- Language: English
- ISBN-10: 1430239875
- ISBN-13: 978-1430239871
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Practical Android 4 Games Development Posted: 31 Jan 2012 04:41 AM PST Book Description Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game 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 Google—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 Java-based Android. From 2D-based casual games to 3D OpenGL-based first-person shooters, you find that learning how to create games on the fastest growing mobile platform has never been easier. - Create 2D and 3D games for Android 4.0 phones and tablets such and the Motorola Xoom
- Build your own reusable "black box" for game development
- 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 - Welcome to Andriod Gaming
- Star Fighter: A 2-D shooter
- Press Start: Making a Menu
- Drawing the Environment
- Creating Your Character
- Adding the Enemies
- Adding Basic Enemy Artifical Intelligence
- Defend yourself!
- Publishing Your Game
- BlobHunter: Creating 3-D Games
- Create an Immersive Environment
- 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 Book Description Pro Web Project Management is a collection of hard-won lessons the authors have learned managing modern web projects with small and medium budgets in a consulting environment. This isn't a book about project management 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 development, 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 - The Project Lifecycle
- The Project Definition & Scope of Work
- Meetings, Meetings, Meetings
- Discovery and Requirements
- Project Schedule & Budgeting
- Running the Project
- Technical Specification
- Development
- Quality Assurance & Testing
- Deployment
- 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 Book Description Startup: An Insider’s Guide to Launching and Running a Business is for people who are excellent at something—product or web development, writing code, marketing 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 business. 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 money, 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, money, 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. Marketing 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
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