AdvancED Game Design with Flash (Record no. 110048)

000 -LEADER
fixed length control field 02652nam a22003975i 4500
001 - CONTROL NUMBER
control field 978-1-4302-2740-3
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20140220084500.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 101226s2010 xxu| s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781430227403
-- 978-1-4302-2740-3
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1007/978-1-4302-2740-3
Source of number or code doi
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.6-76.66
072 #7 - SUBJECT CATEGORY CODE
Subject category code UM
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code COM051000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 005.11
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Spuy, Rex.
Relator term author.
245 10 - TITLE STATEMENT
Title AdvancED Game Design with Flash
Medium [electronic resource] /
Statement of responsibility, etc by Rex Spuy.
264 #1 -
-- Berkeley, CA :
-- Apress,
-- 2010.
300 ## - PHYSICAL DESCRIPTION
Extent 808 p.
Other physical details online resource.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Modeling Game Data -- Vectors: Ghosts in the Machine -- Collisions Between Circles -- Collisions Between Polygons -- Pixel-Perfect Collision and Destructible Environments -- Explosions, Blitting, and Optimization -- Make It Fun! Sound, Music, and AI -- Tile-Based Game Design -- Pathfinding -- XML and External Data.
520 ## - SUMMARY, ETC.
Summary, etc Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels.  Each chapter highlights a new advanced technique illustrated by practical examples. Examples of games are given in a variety of genres, all of which take an object-oriented programming approach. Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer science.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer Science.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Programming Techniques.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9781430227397
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-1-4302-2740-3
912 ## -
-- ZDB-2-CWD

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