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標(biāo)題: Titlebook: HTML5 Game Development Insights; Colt McAnlis,Petter Lubbers,Andres Pagella Book 2014 The Author(s) 2014 [打印本頁(yè)]

作者: Braggart    時(shí)間: 2025-3-21 16:20
書目名稱HTML5 Game Development Insights影響因子(影響力)




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書目名稱HTML5 Game Development Insights被引頻次學(xué)科排名




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書目名稱HTML5 Game Development Insights年度引用學(xué)科排名




書目名稱HTML5 Game Development Insights讀者反饋




書目名稱HTML5 Game Development Insights讀者反饋學(xué)科排名





作者: 極大的痛苦    時(shí)間: 2025-3-21 21:14

作者: pacifist    時(shí)間: 2025-3-22 01:07
https://doi.org/10.1007/978-1-4899-2206-9. Personally, I prefer to call it “main,” “game,” or “update loop” for the sole reason that it’s standard practice in the industry to use this routine to perform other tasks besides painting pixels on the screen.
作者: 疾馳    時(shí)間: 2025-3-22 08:37
https://doi.org/10.1057/9781137549334 or that browser games can never touch native games in performance. But check out the top 10 games in the native app market. Often you will find that many of the top-selling games do not use 3D graphics, particle effects, and so on. It seems that we are able to create similar kinds of mobile games in the browser with HTML5.
作者: 公豬    時(shí)間: 2025-3-22 09:03

作者: 絕種    時(shí)間: 2025-3-22 16:37

作者: mercenary    時(shí)間: 2025-3-22 18:22
Efficient JavaScript Data Structures,range of devices and browsers. Here, the term “resources” can refer to available memory, CPU execution time, or other processing or storage units in the system. Although JavaScript can be considered a rather high-level language, the data structures employed by JavaScript application code can significantly impact upon resource usage.
作者: 重力    時(shí)間: 2025-3-22 21:27
Autotiles,le type. Most map formats allow the concept of layers in their rendering engine. A single cell can have multiple graphics that render to the same location of the map. In this chapter, I will discuss and solve the following common problems:
作者: grovel    時(shí)間: 2025-3-23 04:53
Applying Old-School Video Game Techniques in Modern Web Games,. Personally, I prefer to call it “main,” “game,” or “update loop” for the sole reason that it’s standard practice in the industry to use this routine to perform other tasks besides painting pixels on the screen.
作者: Shuttle    時(shí)間: 2025-3-23 08:11
Mobile Web Game Techniques with Canvas 2D API, or that browser games can never touch native games in performance. But check out the top 10 games in the native app market. Often you will find that many of the top-selling games do not use 3D graphics, particle effects, and so on. It seems that we are able to create similar kinds of mobile games in the browser with HTML5.
作者: CEDE    時(shí)間: 2025-3-23 10:11
Faster Map Rendering,nt. The background content can become a burden to the rendering pipeline, as it can easily consume megabytes of data as well as a hefty chunk of your rendering pipeline. In this chapter, I’m going to discuss a few strategies for overcoming this burden, providing trade-offs where your game may need them.
作者: covert    時(shí)間: 2025-3-23 14:52

作者: 孤僻    時(shí)間: 2025-3-23 18:47

作者: BROOK    時(shí)間: 2025-3-24 02:05
https://doi.org/10.1007/978-3-319-95585-8For a game to be enjoyable, smoothness is critical. A smooth game can feel lifelike and amazing; without smoothness, a game will be sluggish and annoying, even with the best art.
作者: 輕快帶來危險(xiǎn)    時(shí)間: 2025-3-24 05:15

作者: 憎惡    時(shí)間: 2025-3-24 07:12
https://doi.org/10.1007/978-1-349-22734-1It is a bit hard to imagine, but the Web wasn’t always as dynamic as it is today. Before I discuss WebSockets, let’s take a trip down memory lane.
作者: 相反放置    時(shí)間: 2025-3-24 13:40
https://doi.org/10.1007/978-3-662-04874-0Making games is exciting, exhilarating, and hugely fulfilling. Making good games isn’t easy. Making great games that work on multiple platforms is . . . what this chapter is about.
作者: arthroscopy    時(shí)間: 2025-3-24 17:41
Robert W. Palmatier,Kelly D. MartinBack in Chapter 3, we covered the common pitfalls that cause a game to perform poorly, as well as the techniques to address them. Now we will tackle techniques to make your game look and feel just like a native one on mobile.
作者: 控制    時(shí)間: 2025-3-24 22:37

作者: insightful    時(shí)間: 2025-3-24 23:16

作者: Occupation    時(shí)間: 2025-3-25 05:25

作者: Lipoprotein    時(shí)間: 2025-3-25 09:28

作者: 高射炮    時(shí)間: 2025-3-25 13:20

作者: synovitis    時(shí)間: 2025-3-25 19:06
Developing Better Than Native Games,Back in Chapter 3, we covered the common pitfalls that cause a game to perform poorly, as well as the techniques to address them. Now we will tackle techniques to make your game look and feel just like a native one on mobile.
作者: Champion    時(shí)間: 2025-3-25 23:26

作者: 易于出錯(cuò)    時(shí)間: 2025-3-26 03:55

作者: Interim    時(shí)間: 2025-3-26 06:35
Faster Canvas Picking,ion and the large number of objects makes it difficult to brute-force the technique. This section will cover how to address performance and accuracy problems in canvas picking using a few old-school techniques that most of us have forgotten about.
作者: GIST    時(shí)間: 2025-3-26 10:41

作者: 藝術(shù)    時(shí)間: 2025-3-26 14:48

作者: 懶惰民族    時(shí)間: 2025-3-26 18:47
Book 2014ll find tips that will help you work faster and more efficiently and achieve better results..Presented as a series of short chapters from various professionals in the HTML5 gaming industry, all of the source code for each article is included and can be used by advanced programmers immediately.
作者: 證實(shí)    時(shí)間: 2025-3-26 22:17
https://doi.org/10.1007/978-3-319-30454-0eover, TypeScript is incredibly similar to ActionScript 2 and 3. The final key advantage of TypeScript is that it outputs human readable JavaScript, plus you can use existing JavaScript libraries or inject the code directly into your TypeScript classes and start taking advantage of typing provided by the compiler.
作者: 釘牢    時(shí)間: 2025-3-27 05:05
Introduction to TypeScript: Building a Rogue-like Engine,eover, TypeScript is incredibly similar to ActionScript 2 and 3. The final key advantage of TypeScript is that it outputs human readable JavaScript, plus you can use existing JavaScript libraries or inject the code directly into your TypeScript classes and start taking advantage of typing provided by the compiler.
作者: resistant    時(shí)間: 2025-3-27 06:19

作者: Absenteeism    時(shí)間: 2025-3-27 11:46

作者: 脫水    時(shí)間: 2025-3-27 15:07

作者: 某人    時(shí)間: 2025-3-27 18:31

作者: 光明正大    時(shí)間: 2025-3-27 23:07

作者: aggravate    時(shí)間: 2025-3-28 05:17
Real-Time Multiplayer Network Programming,sychology and social interaction to the game agents. However, adding real-time multiplayer can be rather tricky to implement correctly. Although it may seem daunting, by following some principled methods, you can add a new, exciting dimension to your game.
作者: 樹木中    時(shí)間: 2025-3-28 10:02
The State of Responsive Design,essful, you’ll need to adapt it to take advantage of the many screen resolutions available so that users can experience it on as many devices as possible. To do this, you’ll need to adjust your game dynamically, depending on the current resolution, to achieve the desired game layout. This, at its core, is known as ..
作者: URN    時(shí)間: 2025-3-28 13:01

作者: capillaries    時(shí)間: 2025-3-28 15:29

作者: Cabinet    時(shí)間: 2025-3-28 19:37

作者: 周興旺    時(shí)間: 2025-3-28 23:04
The Institutionalization of Divestitures other structural data that is not represented in code. Whether this data is in text or binary form (the “Data Formats” section will discuss both) it somehow needs to be transferred to the player’s machine so that the JavaScript code running the game can turn it into something amazing that players can interact with.
作者: maladorit    時(shí)間: 2025-3-29 05:31

作者: avarice    時(shí)間: 2025-3-29 10:55
The Institutionalization of Divestiturese played immediately in the browser with no prior downloading there are different considerations to make, not only for the first time play experience but also for future plays of the game. The . referred to by this chapter are not the usual HTML, CSS, JavaScript, and other media that make up a web s
作者: Generalize    時(shí)間: 2025-3-29 14:27
https://doi.org/10.1007/978-1-349-05268-4range of devices and browsers. Here, the term “resources” can refer to available memory, CPU execution time, or other processing or storage units in the system. Although JavaScript can be considered a rather high-level language, the data structures employed by JavaScript application code can signifi
作者: 材料等    時(shí)間: 2025-3-29 17:51
Stefano Biagetti,Francesca Lugli some point, the user will need to select some item on the screen, or in your game, which may represent part of the world. We call this “picking” as the user is selecting what object they are interacting with. Consider, for instance, your standard social time-management game. The user is presented w
作者: 租約    時(shí)間: 2025-3-29 20:04
https://doi.org/10.1007/978-3-642-11518-9le type. Most map formats allow the concept of layers in their rendering engine. A single cell can have multiple graphics that render to the same location of the map. In this chapter, I will discuss and solve the following common problems:
作者: hypertension    時(shí)間: 2025-3-30 01:44
https://doi.org/10.1007/978-1-4899-2206-9. Personally, I prefer to call it “main,” “game,” or “update loop” for the sole reason that it’s standard practice in the industry to use this routine to perform other tasks besides painting pixels on the screen.
作者: 出來    時(shí)間: 2025-3-30 04:53
https://doi.org/10.1007/978-3-319-22123-6sional rendering could be done through the use of the Canvas application programming interface (API) it wasn’t until the Web Graphics Library (WebGL) debuted that the graphics hardware was actually exposed to a lower level within the context of the browser. This API has now been implemented by every
作者: carotid-bruit    時(shí)間: 2025-3-30 10:51

作者: 異端邪說2    時(shí)間: 2025-3-30 15:18
The Intellectual Capital of Schoolsications platform for PCs, are either designed for a multiplayer experience or contain support for multiplayer (see Table 12-1). As you will discover in this chapter, adding multiplayer support to a game increases the range of experiences that a player can have by introducing the elements of human p
作者: exophthalmos    時(shí)間: 2025-3-30 16:39

作者: GRIN    時(shí)間: 2025-3-31 00:01
https://doi.org/10.1057/9781137549334 or that browser games can never touch native games in performance. But check out the top 10 games in the native app market. Often you will find that many of the top-selling games do not use 3D graphics, particle effects, and so on. It seems that we are able to create similar kinds of mobile games i
作者: 圣人    時(shí)間: 2025-3-31 01:28

作者: diskitis    時(shí)間: 2025-3-31 05:51

作者: 賠償    時(shí)間: 2025-3-31 09:18
https://doi.org/10.1007/978-3-319-30454-0osoft created it, and it’s hands down one of the best languages for building HTML5 games. One of the great things about TypeScript, apart from adding typing to JavaScript, is that it allows you to start using some of the cool features of ECMAScript 6 (ES6) now, even though it may be years away from
作者: CESS    時(shí)間: 2025-3-31 16:47

作者: Communal    時(shí)間: 2025-3-31 17:38

作者: 鬧劇    時(shí)間: 2025-4-1 01:35

作者: frugal    時(shí)間: 2025-4-1 02:59

作者: abnegate    時(shí)間: 2025-4-1 06:36

作者: 牢騷    時(shí)間: 2025-4-1 13:35
Optimizing WebGL Usage,sional rendering could be done through the use of the Canvas application programming interface (API) it wasn’t until the Web Graphics Library (WebGL) debuted that the graphics hardware was actually exposed to a lower level within the context of the browser. This API has now been implemented by every




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