Free PDF Pro HTML5 Games (Expert's Voice in Web Development), by Aditya Ravi Shankar
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Pro HTML5 Games (Expert's Voice in Web Development), by Aditya Ravi Shankar
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Build your next game on a bigger scale with Pro HTML5 Games. This book teaches you the essentials of advanced game programming in HTML5. You’ll learn techniques that you can transfer to any area of HTML5 game development to make your own professional HTML5 games!
Led by an expert game programmer, you’ll build two complete games in HTML5: a strategy puzzle game based on the Box2d physics engine and in the style of Angry Birds and a real-time strategy (RTS) game complete with units, buildings, path-finding, artificial intelligence, and multiplayer support. In the process, you’ll learn how to do the following:
- Create realistic physics in your game by incorporating the Box2d physics engine
- Design large worlds with lots of characters and let users interact with them
- Use sprite sheets, panning, parallax scrolling, and sound effects to build a more polished game
- Incorporate pathfinding and steering to help characters navigate through your world
- Create challenging levels with intelligent enemies by using decision trees, state machines, and scripted events
- Add multiplayer in your games using Node.js and the WebSocket API
This book will help you take your HTML5/JavaScript programming experience to the next level. It gives you the knowledge and skills you need to develop more complex, bolder games and become an HTML5 games pro.
- Sales Rank: #92308 in Books
- Brand: Brand: Apress
- Published on: 2012-12-11
- Released on: 2012-12-11
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .82" w x 7.50" l, 1.38 pounds
- Binding: Paperback
- 364 pages
- Used Book in Good Condition
About the Author
Aditya Ravi Shankar started programming in 1993 when he was first introduced to the world of computers. With no access to the Internet or online tutorials at the time, he wrote his first game in GW-BASIC by painstakingly retyping code from a book he found at the local library. After graduating from the Indian Institute of Technology Madras in 2001, he spent nearly a decade working as a software consultant, developing trading and analytics systems for investment banks and large Fortune 100 companies, before eventually leaving his corporate life behind so he could focus on doing what he loved. A self-confessed technology geek, he has spent the time since then working on his own projects and experimenting with every new language and technology that he could, including of course HTML5. During this time he became well known for singlehandedly re-creating the famous Command and Conquer RTS game entirely in HTML5. Apart from programming, Aditya is passionate about billiards, salsa dancing, and learning to develop the subconscious mind. He maintains a personal website (www.adityaravishankar.com) where he writes articles on game programming, personal development, and billiards. When he is not busy writing or working on his own projects, Aditya does consulting work with companies to help them launch new software products.
Most helpful customer reviews
25 of 26 people found the following review helpful.
Finally an HTML5 book with real games
By Tim and Michelle
When I found out that this book was by the author of the now famous Command and Conquer HTML5 recreation, I got excited. But I have been burnt in these types of situations before. So X author created the really impressive Y on his own website and released Z book. But then you get Z book only to find out that the end-of-book project is a low-tech version of Asteroids, which is a whole alphabet away from the very impressive Y. That is not the case here at all.
I am sure you have heard that the book is centered around 2 different projects: first, a game that unapologetically clones Angry Birds, and then an RTS second. There are serious reasons why these two projects have a ton of appeal. The Angry Birds clone is obviously of the "physics game" genre, a genre that really could not be more hot right now and in the foreseeable future. Content creation is much simplified compared to other popular types of games, although really good physics level design can take some deep thinking and foresight. Box2D takes care of the heavy lifting and lets you focus on gameplay mechanics and other aspects. Big kudos to the author for choosing this as the lead-in.
The RTS project is where things are ratcheted-up a few levels. But it is oh-so worth it. Beyond almost any PC gamer's dreams of making their own deep, imaginative RTS, and the fact that an RTS from beginning to end has never been detailed in any book I am aware of, there are just so many great parts here. With a bit of connecting the dots, this project could give a developer a great head-start on building many other types of complex games, such as an MMORPG. It has networking, AI, pathfinding, player versus player combat, etc. Reading some additional tutorials and articles online on how to reduce bandwidth in massively multiplayer games could get you set and on your way to building almost any kind of online game with this project and what you learn. And then of course there is the original concept of simply extending it further to make your own RTS.
I gave this book 5 stars because I enjoy the style, and also largely because of how well the 2 game projects are treated, and the choice of the projects as well. Very few game development books can say that all of the games presented within could potentially allow the reader to make a true commercial game with a following and possibly even some extra cash in their pocket. My two very minor issues are first, the scope of the game projects force the author to get started on the projects fast. As you have gathered already, there are no "toy game" projects to be found here. So you really should have made a toy game or two before picking up this book, but if this is not your first game development book, you have probably made many considering how common they are in books today. I am really not complaining about this one. This book offers something different from the piles of books before it, and that is great, but it is something a potential buyer should be aware of. Second, the author uses jQuery, and I am not sure if the uses really warrant it. It is mostly used to move around some UI elements built in the DOM, toggle some classes and attributes and to get the needed references on the page. Really, these things could have been done in vanilla JS and kept the initial download a little more lean. However, I am not counting anything off for this, and it is really just a slight bother due to the fact that CDN jQuery linking can essentially negate the download since so many users have a popular CDN jQuery download cached. Plus, anyone versed in Javascript that meets the requirements in the book's preface can pretty easily convert jQuery calls to vanilla JS if they so desire. But again, it is not a huge issue even if you do go jQuery.
I highly recommend this book to anyone wanting to make "real" games in HTML5. I have at least thumbed through basically every HTML5 game development book available today, and none can offer the skills this one does. This book will likely be your bible as you work through your first major project.
9 of 10 people found the following review helpful.
The Code And How-To Are All There
By Hamilton
The author does keep to his word of providing the explanation and the codes of how to develop the games listed. For me, the attraction was the RTS game portion; of how to develop a Command and Conquer type of game. What I like much about this book is that the codes are provided, from harvesting to AI path-finding; rather than leaving some abstracts of what can be done at a later time or researched on one's time. For example the code for the AI of such games are left out, but not so here. To just make certain, I copied the code for Chapter 8 and uploaded into the server and the game played as it should.
Thus the Command and Conquer demo on the author's website can be done from going through this book (of course without the C&C sound and image files).
A Well Done Piece of Work
4 of 4 people found the following review helpful.
New to HTML5 and Canvas? -- Shankar will walk you through it with jQuery!
By KIMBER
I am very much enjoying "walking through the code" for the Froot Wars now and looking forward to the RPS game that follows. This book is directed at the new comer to game development so if you already have experience working with HTML5, the canvas and physics engines (Box2DJS is used for Froot Wars) then you might find it the code samples a bit repetitive. I am new to all three so I found it refreshing to be able to follow along by typing the code and reading his explanations of why/how things work, and then running in the browsers that support HTML5 and the canvas object. I am also very happy that Mr. Shankar uses jQuery. I have also purchased Core HTML5 Canvas: Graphics, Animation, and Game Development (Core Series) by David Geary (May 14, 2012) but Mr. Geary employs JavaScript only (so far, I'm only in the beginning chapters) which seems to be considered one of, if not the, best HTML5 Canvas book.
I find Mr. Shankar's book much easier and more fun to work through as a beginner and highly recommend for developers wanting to begin games development with HTML5.
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