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· 분류 : 외국도서 > 컴퓨터 > 데이터베이스 관리 > 일반
· ISBN : 9781903450673
· 쪽수 : 800쪽
· 출판일 : 2001-08-01
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목차
Chapter 1
Introduction to Gaming - Glen Rhodes - Traditional game genres, and how they work in Flash
Chapter 2
Optimizing Graphics for Games - Glen Rhodes - Showing that there's more to making game-friendly graphics than the Optimize Curves window
Chapter 3
Flash's Built-in Objects - Justin Everett-Church - Seeing how your games can benefit from the new Flash objects and methods
Chapter 4
Event Handling - Justin Everett-Church - Using the new event structures to ensure smooth yet reactive gameplay
Chapter 5
Turn-Based Games and Advanced Logic - Sham Bhangal - Take your turn at Tic-tac-toe
Chapter 6
Structured Real-Time Programming - Sham Bhangal - gameWorlds, gameSprites, and Pong
Case Study 1
Turn - Thomas Poeser - Complexity from simplicity to create compelling games
Chapter 7
Designing a Platform Game Construction Kit - David Doull - Platform games: How to build engines, editors, and enjoyment
Chapter 8
Interactive Sound - Sham Bhangal - Making it more than just monaural beeps
Chapter 9
Let there be Music - Glen Rhodes - The fundamental importance of an emotion-enhancing melody
Chapter 10
Understanding Artificial Intelligence - Igor Choromanski - Figuring out fuzzy logic
Chapter 11
The Third Dimension - Glen Rhodes - Creating Faux 3D effects in Flash
Chapter 12
Real 3D - Glen Rhodes - Vectors, z-planes and real 3D
Chapter 13
Ultimate 3D - Glen Rhodes - The hard stuff: Math-based true 3D engines for gaming
Case Study 2
Mech Attack - Glen Rhodes - Putting all that 3D theory to use
Chapter 14
Online Data - Kevin Sutherland - Saving and displaying your high-scores with PHP
Chapter 15
Multiplayer Applications - Glen Rhodes - Building a web-based multiplayer racing game
Afterword
Director for Flash Users - Sham Bhangal - A path finding approach for those considering the next step