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Front Matter Pages i-xxiv. Level Up! Pages Working with Game Assets. Making Sprites and a Scene Graph. Making Things Move. Collision Detection. Juice It Up.
No libraries, no dependencies, no third-party plugins: Rex van der Spuy is a video game designer and writer. He also builds game engines and interactive interfaces for museum installations for PixelProject Cape Town. In addition, he created and taught advanced courses in game design for the Canadian School of India Bangalore, India. When not writing about games, making them, or playing them, he amuses himself by building experimental, autonomous, self-aware, multi-cellular parallel universes out of shoe boxes, scotch tape, spare milk bottle caps and bits of string.
He claims, that this is a lot more entertaining than you might think, but we re skeptical. Would you like to tell us about a lower price? If you are a seller for this product, would you like to suggest updates through seller support? How do you make a video game? This book is a point-by-point round up of all the essential techniques that every game designer needs to know. Read more Read less. Frequently bought together. Total price: Add all three to Cart Add all three to List.
HTML5 Games: Novice to Ninja: Earle Castledine. About the Author Rex van der Spuy is a video game designer and writer. Read more.
Product details Paperback: Apress; 1st ed. English ISBN Don't have a Kindle? Try the Kindle edition and experience these great reading features: Share your thoughts with other customers.
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This chapter alone is worth the price of this book. So why didn't I give this 5 stars you may ask?
Well the first problem the book is plagued with tons of grammar issues. Most programming books I have read to some degree have mistakes but this one takes it to a new level. Usually if I can find these mistakes they are major and not subtle nuances in the language. I'm by far no English expert but you'll see what I mean within the first could of pages.
The big reason besides the grammar is the chapter on Physics was poorly written. After reading detail chapter like the one on sound I was expecting something along the same level of detail but the author just skipped over the details and said to read the chapter's code to get a better understanding of his physics library.
Granted I've read several books on game physics and was hoping for some great cool tidbits that would give me better insight into the subject but was very disappointing because this chapter just turned into game examples.
The reading level is perfect and his sense of humor and passion to make games are very evident in this book.