Real-World Flash Game Development

How to Follow Best Practices AND Keep Your Sanity

Nonfiction, Art & Architecture, General Art
Cover of the book Real-World Flash Game Development by Christopher Griffith, CRC Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Christopher Griffith ISBN: 9781136136931
Publisher: CRC Press Publication: November 12, 2012
Imprint: Routledge Language: English
Author: Christopher Griffith
ISBN: 9781136136931
Publisher: CRC Press
Publication: November 12, 2012
Imprint: Routledge
Language: English

Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games.  Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done.

Griffith 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 10 years in the industry.

The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.

The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Your deadline just got moved up. Your artist has never worked with Flash before. Your inner programmer is telling you that no OOP is a big Oops! Any Flash developer can share similar tales of woe. This book breaks down the process of Flash game development into simple, approachable steps. Never heard of a game loop before? No idea what a design pattern is? No problem! Chris Griffith gives you real-world expertise, and real-world code that you can use in your own games.  Griffith has been building games in Flash long enough to know what works and what doesn't. He shows you what you need to know to get the job done.

Griffith 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 10 years in the industry.

The 2nd edition will include: completely new game examples on more advanced topics like 3D; more robust physics and collision detection; and mobile device coverage with Android platform development for us on phones and tablets. Also coverage of the new features available in Flash CS5, Flash Player 10.1, and AIR 2.0 that can be used for game development.

The associated web site for the book: www.flashgamebook.com gets close to 1,000 visits a month. On the site, readers can find all the source code for the examples, news on industry happenings, updates and special offers, and a discussion forum to ask questions and share ideas.

More books from CRC Press

Cover of the book Airborne Electronic Hardware Design Assurance by Christopher Griffith
Cover of the book Computational Design of Chemicals for the Control of Mosquitoes and Their Diseases by Christopher Griffith
Cover of the book Synthetic Chemistry of Stable Nitroxides by Christopher Griffith
Cover of the book Computer Network Time Synchronization by Christopher Griffith
Cover of the book Safety, Reliability, Human Factors, and Human Error in Nuclear Power Plants by Christopher Griffith
Cover of the book MRCP Part 1 Self-Assessment by Christopher Griffith
Cover of the book Biomolecular Thermodynamics by Christopher Griffith
Cover of the book Spheroid Culture in Cancer Research (1991) by Christopher Griffith
Cover of the book Microbial Fuels by Christopher Griffith
Cover of the book Characterizations of C* Algebras by Christopher Griffith
Cover of the book Software-Defined Data Infrastructure Essentials by Christopher Griffith
Cover of the book Cockpit Monitoring and Alerting Systems by Christopher Griffith
Cover of the book Crises in Childbirth - Why Mothers Survive by Christopher Griffith
Cover of the book Maritime Security by Christopher Griffith
Cover of the book Twistor Theory by Christopher Griffith
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy