000 02652nam a22003975i 4500
001 978-1-4302-2740-3
003 DE-He213
005 20140220084500.0
007 cr nn 008mamaa
008 101226s2010 xxu| s |||| 0|eng d
020 _a9781430227403
_9978-1-4302-2740-3
024 7 _a10.1007/978-1-4302-2740-3
_2doi
050 4 _aQA76.6-76.66
072 7 _aUM
_2bicssc
072 7 _aCOM051000
_2bisacsh
082 0 4 _a005.11
_223
100 1 _aSpuy, Rex.
_eauthor.
245 1 0 _aAdvancED Game Design with Flash
_h[electronic resource] /
_cby Rex Spuy.
264 1 _aBerkeley, CA :
_bApress,
_c2010.
300 _a808 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aModeling 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 _aCreating 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 _aComputer science.
650 1 4 _aComputer Science.
650 2 4 _aProgramming Techniques.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781430227397
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4302-2740-3
912 _aZDB-2-CWD
999 _c110048
_d110048