Results for *

Displaying results 1 to 13 of 13.

  1. Professional HTML5 Mobile Game Development.
    Published: 2012; ©2012.
    Publisher:  Wiley, Somerset

    Pascal Rettig runs Cykod, a Boston-based web consultancy founded in 2006 and focused on online interactive applications. He is the CTO of GamesForLanguage, he founded the Boston HTML5 Game development meet-up, and he served as the guest editor for... more

    Universitätsbibliothek Hildesheim
    No inter-library loan
    Universitätsbibliothek Ilmenau
    INF 2013
    No inter-library loan
    Deutsches Zentrum für Luft- und Raumfahrt, DLR-Bibliothek
    No inter-library loan

     

    Pascal Rettig runs Cykod, a Boston-based web consultancy founded in 2006 and focused on online interactive applications. He is the CTO of GamesForLanguage, he founded the Boston HTML5 Game development meet-up, and he served as the guest editor for the UX Magazine issue on games and gaming. Professional HTML5 Mobile Game Development -- About the Author -- Acknowledgments -- Contents -- Introduction -- Part I: Diving In -- Chapter 1: Flying Before You Walk -- Introduction -- Building a Complete Game in 500 Lines -- Adding the Boilerplate HTML and CSS -- Getting Started with Canvas -- Creating Your Game's Structure -- Loading the SpriteSheet -- Creating the Game Object -- Adding a Scrolling Background -- Putting in a Title Screen -- Adding a Protagonist -- Summary -- Chapter 2: Making It a Game -- Introduction -- Creating the GameBoard Object -- Firing Missiles -- Adding Enemies -- Refactoring the Sprite Classes -- Handling Collisions -- Representing Levels -- Summary -- Chapter 3: Finishing Up and Going Mobile -- Introduction -- Adding Touch Controls -- Maximizing the Game -- Adding a Score -- Making It a Fair Fight -- Summary -- Part II: Mobile HTML5 -- Chapter 4: HTML5 for Mobile -- Introduction -- Capturing a Brief History of HTML5 -- Using HTML5 The Right Way -- Considering HTML5 from a Game Perspective -- Considering HTML5 from a Mobile Perspective -- Surveying the Mobile Browser Landscape -- Summary -- Chapter 5: Learning Some Helpful Libraries -- Introduction -- Learning JavaScript Libraries -- Starting with jQuery -- Using Underscore.js -- Summary -- Chapter 6: Being a Good Mobile Citizen -- Introduction -- Responding to Device Capabilities -- Dealing with Browser Resizing, Scrolling, and Zooming -- Configuring Your App for the iOS Home Screen -- Taking Mobile Performance into Consideration -- Adapting to Limited Bandwidth and Storage -- Going Offline Completely with Application Cache -- Summary -- Part III: JavaScript Game Dev Basics -- Chapter 7: Learning about Your HTML5 Game Development Environment -- Introduction -- Picking an Editor -- Exploring the Chrome Developer Tools -- Debugging JavaScript.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118301333
    RVK Categories: ST 324
    Edition: 1st ed.
    Subjects: Canvas (Computer file); Computer games ; Programming; HTML (Document markup language); Electronic books
    Other subjects: Array; HTML (Document markup language)
    Scope: 1 online resource (554 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

    Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes

    Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js

    SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging

    SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary

    Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus

    Adding Physics with Box2D

  2. VBScript
    programmer's reference
    Published: c2007
    Publisher:  Wrox/Wiley Pub., Indianapolis

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
  3. Professional HTML5 mobile game development
    Published: 2012
    Publisher:  WIley Pub. Inc., Indianapolis, IN

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118301333
    RVK Categories: ST 324
    Subjects: HTML (Document markup language); Computer games; Softwareentwicklung; Computerspiel; HTML 5.0; App <Programm>
    Scope: xxviii, 523 p.
    Notes:

    Includes bibliographical references and index

  4. HTML5 game development for dummies
    Author: Harris, Andy
    Published: 2013
    Publisher:  John Wiley & Sons, Inc., Hoboken

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118074763; 9781118222614
    Subjects: HTML (Document markup language); Computer games; HTML 5.0; Computerspiel; Programmierung
    Scope: xiv, 370 p.
    Notes:

    Includes index

    pt. 1. Building the foundation -- pt. 2. Basic game development -- pt. 3. Diving deeper -- pt. 4. The part of tens

  5. VBScript
    programmer's reference
    Published: c2007
    Publisher:  Wrox/Wiley Pub., Indianapolis

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780470168080; 0470168080
    Edition: 3rd ed
    Series: Wrox programmer's references
    Subjects: VBScript (Computer program language); HTML (Document markup language); World Wide Web; VisualBASIC Script
    Scope: xxix, 773 p.
    Notes:

    Includes index. - "Wrox programmer to programmer."

  6. Digital poetics
    the making of E-poetries
    Published: 2002; © 2002
    Publisher:  The University of Alabama Press, Tuscaloosa, Alabama

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780817310752; 9780817386924
    Series: Modern and Contemporary Poetics
    Subjects: Datenverarbeitung; Poetry; Poetry; Poetry; HTML (Document markup language); Lyrik; Internetliteratur
    Scope: 1 online resource (226 pages), illustrations
    Notes:

    Description based on print version record

  7. Professional HTML5 mobile game development
    Published: 2012
    Publisher:  WIley Pub. Inc., Indianapolis, IN

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118301333
    RVK Categories: ST 324
    Subjects: HTML (Document markup language); Computer games; Softwareentwicklung; Computerspiel; HTML 5.0; App <Programm>
    Scope: xxviii, 523 p.
    Notes:

    Includes bibliographical references and index

  8. HTML5 game development for dummies
    Author: Harris, Andy
    Published: 2013
    Publisher:  John Wiley & Sons, Inc., Hoboken

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118074763; 9781118222614
    Subjects: HTML (Document markup language); Computer games; Programmierung; Computerspiel; HTML 5.0
    Scope: xiv, 370 p.
    Notes:

    Includes index

    pt. 1. Building the foundation -- pt. 2. Basic game development -- pt. 3. Diving deeper -- pt. 4. The part of tens

  9. Effectiveness of the methods for engineering courses in a large non-homogenous class setting
    With regards to the specific disciplines - Computer Science and Mechatronics in learning Embedded System
    Published: 2010
    Publisher:  kassel university press GmbH, Kassel ; ProQuest, Ann Arbor, Michigan

    Universität Mainz, Zentralbibliothek
    No inter-library loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783899589719
    RVK Categories: ST 153
    DDC Categories: 370; 621.3
    Subjects: Eingebettetes System; Systementwicklung; Informatikstudent; Mechatronikstudent; Lerngruppe; Heterogenität; Interdisziplinarität; HTML (Document markup language); Document markup languages
    Scope: 1 Online-Ressource (218 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

  10. Digital poetics
    the making of E-poetries
    Published: ©2002
    Publisher:  University of Alabama Press, Tuscaloosa

    Saarländische Universitäts- und Landesbibliothek
    No inter-library loan
    Universitätsbibliothek der Eberhard Karls Universität
    No inter-library loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Series: Modern and contemporary poetics
    Subjects: Poetry; Poetry; HTML (Document markup language); Poetry
    Scope: Online-Ressource (xii, 213 pages), illustrations
    Notes:

    Includes bibliographical references (pages 201-210) and index

    Use copy Restrictions unspecified star MiAaHDL

    Electronic reproduction

  11. Digital poetics :
    the making of E-poetries /
    Published: 2002.; ©2002
    Publisher:  The University of Alabama Press,, Tuscaloosa, Alabama :

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Media type: Ebook
    Format: Online
    ISBN: 9780817386924 (e-book)
    Series: Modern and Contemporary Poetics
    Subjects: Poetry; Poetry; Poetry; HTML (Document markup language)
    Scope: 1 online resource (226 pages) :, illustrations.
    Notes:

    Includes bibliographical references and index.

  12. Digital poetics :
    the making of E-poetries /
    Published: 2002.; 2002
    Publisher:  The University of Alabama Press,, Tuscaloosa, Alabama :

    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Philologische Bibliothek, FU Berlin
    Media type: Ebook
    Format: Online
    ISBN: 0-8173-8692-0
    Edition: 1st ed.
    Series: Modern and Contemporary Poetics
    Subjects: Poetry; Poetry; Poetry; HTML (Document markup language)
    Scope: 1 online resource (226 p.)
    Notes:

    Includes bibliographical references and index.

    Intro -- Contents -- Acknowledgments -- Introduction: Language as Transmission -- Sidebar: On Techne -- 1. Jumping to Occlusions: A Manifesto for Digital Poetics -- 2. Our Words -- Sidebar: The "I" in "Internet" -- 3. Home, Haunt, Page -- 4. The Intermedial: A Treatise -- 5. Hypertext/Hyperpoeisis/Hyperpoetics -- 6. Coding Writing, Reading Code -- Sidebar: On Mouseover -- 7. E-poetries: A Lab Book of Digital Practice, 1970-2001 -- 8. Future Tenses/Present Tensions: A Prospectus for E-poetry -- Sidebar: Tin Man Weeps Straw Break -- Epilogue. Between the Academy and a Hard Drive: An E-cology of Innovative Practice -- Notes -- Glossary -- Works Cited -- Index.

  13. Professional HTML5 mobile game development
    Published: c2012
    Publisher:  Wiley, Indianapolis, Ind.

    &b&Create mobile game apps for the lucrative gaming market&/b&&/p&&p&If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones,... more

    Universitätsbibliothek Hildesheim
    No inter-library loan
    Universitätsbibliothek Ilmenau
    INF 2013
    No inter-library loan
    Karlsruher Institut für Technologie, KIT-Bibliothek
    No inter-library loan

     

    &b&Create mobile game apps for the lucrative gaming market&/b&&/p&&p&If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so yo

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781283592468; 9781118301333
    RVK Categories: ST 324 ; SU 500 ; ST 165
    Edition: Online-Ausg.
    Series: Wrox programmer to programmer
    Subjects: Computer games; Mobile computing; Computer games; HTML (Document markup language); Canvas (Computer file); Canvas (Computer file); Computer games ; Programming; HTML (Document markup language); Electronic books
    Other subjects: Array; HTML (Document markup language)
    Scope: Online-Ressource (1 online resource (xxviii, 523 p.)), ill.
    Notes:

    Includes index. - "Wrox Programmer to Programmer." -- Cover. - Description based on print version record

    Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes

    Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js

    SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging

    SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary

    Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus

    Adding Physics with Box2D