000 | 03086nam a2200421 a 4500 | ||
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001 | AH23091984 | ||
003 | StDuBDS | ||
005 | 20200807100128.0 | ||
007 | cr|||||||||||| | ||
008 | 090514s2010 ne a s 001 0 eng|d | ||
010 | _a2009020027 | ||
020 | _a9780080952130 (e-book) | ||
040 |
_aStDuBDS _cStDuBDS _dStDuBDSZ _dUkPrAHLS |
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050 | 0 |
_aQA76.76.C672 _bG774 2010 |
|
072 | 7 |
_aHOB _2ukslc |
|
072 | 7 |
_aUGN _2bicssc |
|
072 | 7 |
_aUGN _2thema |
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072 | 7 |
_aAFKV _2thema |
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082 | 0 | 4 | _222 |
100 | 1 |
_aGriffith, Christopher, _d1979- |
|
245 | 1 | 0 |
_aReal-world Flash game development _h[electronic resource] : _bhow to follow best practices and keep your sanity / _cChris Griffith. |
260 |
_aAmsterdam ; _aOxford : _bFocal, _cc2010. |
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300 |
_a1 v. (various pagings) : _bill. (some col.) |
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366 | _b20091021 | ||
500 | _aIncludes index. | ||
520 | 8 |
_aFlash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C` and want to move over to Flash. _bThis book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development. |
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530 | _aAlso available in printed form ISBN 9780240811789 | ||
533 |
_aElectronic reproduction. _cAskews and Holts. _nMode of access: World Wide Web. |
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630 | 0 | 0 | _aFlash (Computer file) |
650 | 0 |
_aComputer games _xProgramming. |
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650 | 0 | _aComputer animation. | |
650 | 7 |
_aHobbies and Games. _2ukslc |
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650 | 7 |
_aDigital animation _2thema |
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650 | 7 |
_aElectronic, holographic & video art _2thema |
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655 | 7 |
_aElectronic books. _2lcsh |
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856 | 4 | 0 |
_uhttp://www.vlebooks.com/vleweb/product/openreader?id=BradfordC&isbn=9780080952130 _zClick here to access |
710 | _aAskews & Holts | ||
999 |
_c80386 _d80386 |