How do you make a video game? Advanced Game Design with HTML5 and JavaScript is a down to earth education in how to make video games from scratch, using the powerful HTML5 and JavaScript technologies. This book is a point-by-point round up of all the essential techniques that every game designer needs to know.
You'll discover how to create and render game graphics, add interactivity, sound, and animation. You’ll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You’ll also learn the secrets of vector math and advanced collision detection techniques, all of which are covered in a friendly and non-technical manner. You'll find detailed working examples, with hundreds of illustrations and thousands of lines of source code that you can freely adapt for your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book to make games for desktops, mobile phones, tablets or the Web.
Advanced Game Design with HTML5 and JavaScript is a great next step for experienced programmers or ambitious beginners who already have some JavaScript experience, and want to jump head first into the world of video game development. It’s also great follow-up book for readers of Foundation Game Design with HTML5 and JavaScript (by the same author) who want to add depth and precision to their skills.
The game examples in this book use pure JavaScript, so you can code as close to the metal as possible without having to be dependent on any limiting frameworks or game engines. No libraries, no dependencies, no third-party plugins: just you, your computer, and the code. If you’re looking for a book to take your game design skills into the stratosphere and beyond, this is it!
What you’ll learn
The latest JavaScript ES6, HTML and Canvas Drawing API skills you need to know to make games.
Make game sprites, compose a scene graph, load and manage game assets, and how to use a texture atlas.
Control the geometry and physics of the game world using vector math, the Separating Axis Theory (SAT), and advanced collision detection strategies.
Build a custom music and sound effects player for games using the WebAudio API.
Keyframe animation and how to implement precise control over the frame rate and game loop.
Learn how to make interactive sprites and buttons for the keyboard, mouse and touch.
Create and manage game scenes, and learn how to make particle explosions and screen shake effects.
Manage complexity to build games of any size that scale seamlessly.
Who this book is for
Advanced Game Design with HTML5 and JavaScript is for video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level. It’s for readers who want to understand and fine-tune every line of code they write, without resorting to quick fixes. All the techniques covered in this book are core game design skills that can be applied to many other programming technologies.
Rex van der Spuy is a video game designer and writer. He s written Foundation Game Design with Flash, Advanced Game Design with Flash and Foundation Game Design with AS3.0. Rex has designed games and done interactive interface programming Agency Interactive (Dallas), Scottish Power (Edinburgh), DC Interact (London), Draught Associates (London), and the Bank of Montreal (Canada). He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town). In addition, he created and taught advanced courses in game design for the Canadian School of India (Bangalore, India). When not writing about games, making them, or playing them, he amuses himself by building experimental, autonomous, self-aware, multi-cellular parallel universes out of shoe boxes, scotch tape, spare milk bottle caps and bits of string . He claims, that this is a lot more entertaining than you might think, but we re skeptical.
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这部作品的深度和广度着实令人印象深刻,它不仅仅是一本技术指南,更像是一部关于游戏开发哲学的论著。作者对面向对象编程范式的精妙运用,以及如何在浏览器环境中实现高性能渲染的详尽解析,简直是为那些渴望从“会写代码”跃升到“精通构建”的开发者准备的饕餮盛宴。我尤其欣赏其中对于**资源管理策略**的探讨,它没有停留在简单的加载流程说明上,而是深入剖析了异步加载、缓存优化以及内存泄漏预防在大型互动项目中的关键作用。书中对于**状态机设计**的章节,那种层层递进、由浅入深的讲解方式,完全颠覆了我过去对简单切换逻辑的粗浅理解,真正体现了“高级”二字的份量。此外,对于如何利用现代JavaScript特性来构建可维护、可扩展的游戏架构,提供了许多实用的蓝图,读完之后,我感觉自己的代码库结构清晰度至少提升了一个数量级。它迫使你停下来思考:我现在的游戏循环效率真的足够高吗?我的事件监听器是不是埋下了隐患?这种对细节的苛求,正是区分普通项目和专业级产品的分水岭。
评分这本书的叙事风格非常独特,它不像教科书那样刻板说教,反而更像是一系列高强度的、针对特定难题的“手术指导”。我特别喜欢作者在讨论**用户体验(UX)与游戏机制融合**时所采取的视角。它没有局限于技术实现,而是探讨了如何通过代码结构上的选择,来烘托特定的游戏氛围和节奏感。比如,关于粒子系统动态调控的章节,不仅仅是讲解了如何绘制粒子,更深入剖析了如何根据玩家行为和当前场景的紧张程度,动态调整粒子的发射率、生命周期和渲染精度,从而实现情感上的共鸣。这种跨学科的思维,是许多纯技术书籍所欠缺的。此外,书中对**网络同步基础**的探讨,虽然只是点到为止,但其提出的客户端预测和服务器权威校验的模型概述,为我理解更复杂的实时多人游戏架构打下了坚实的理论框架。读完后,我不仅学会了“怎么做”,更明白了“为什么必须这样做”的深层原因。
评分如果要用一个词来形容这本书的价值,我会选择“架构师的视角”。它非常罕见地将**调试与性能分析**提升到了与核心玩法设计同等重要的地位。作者详尽地介绍了如何利用浏览器自带的开发者工具进行火焰图分析、内存快照比对,并将其与游戏代码的特定部分(如主循环、碰撞检测循环)直接关联起来,形成了一个完整的性能诊断闭环。这远超出了简单的“如何使用Chrome DevTools”的层面。更值得称赞的是,书中对**数据驱动设计**在游戏配置中的应用进行了深入阐述,如何将关卡数据、角色属性从硬编码中剥离出来,通过JSON或类似的外部资源进行管理,从而实现无需重新编译即可调整游戏平衡的机制。这种对“可迭代性”和“可维护性”的强调,使得这本书的生命力远远超出了它所使用的特定框架版本。它教授的是一套可以迁移到未来任何前端游戏引擎或框架上的高级工程方法论。
评分坦白说,我是在寻找一本能真正让我突破“初级教程”瓶颈的书籍时,才接触到这部作品的。它没有浪费笔墨去讲解HTML或基础JavaScript语法,而是直接切入核心——如何将这些工具转化为一个功能完备、体验流畅的互动娱乐产品。最让我惊喜的是其中关于**物理引擎简化实现**的那几章,作者并没有直接照搬成熟的第三方库,而是手把手地带你从零开始构建一个足够健壮、能满足大多数2D游戏需求的碰撞检测和运动学模拟系统。这种“知其所以然”的教学方式,极大地增强了对底层原理的掌握感。阅读过程中,我感觉自己像是在一位经验极其丰富的首席工程师的指导下进行项目开发。书中的示例代码(虽然我需要自己动手去重构和适配新的框架版本)无一不体现出对性能的极致追求,无论是**渲染管线的优化**还是对Canvas 2D上下文的深度挖掘,都展现了作者对于浏览器性能瓶颈的深刻洞察。对于那些希望彻底摆脱“玩具”项目,迈向商业化级别独立开发的人来说,这本书提供的知识体系是无可替代的基石。
评分拿起这本书,首先感受到的就是一种对“规范化”的偏执追求。作者似乎对任何冗余或低效的代码都抱有一种零容忍的态度。在讲解**模块化设计与依赖管理**时,书中呈现的不仅仅是ES Modules的语法应用,更是探讨了在大型JS项目中如何有效划分职责边界,避免命名冲突,以及如何进行高效的构建工具链集成。这对于习惯于小型项目快速迭代的开发者来说,无疑是一次必要的“痛苦的成长”。书中的挑战性练习部分(我只能勉强完成其中的三分之二)是真正的难点,它们强迫你跳出教程的舒适区,去面对真实世界中那些光怪陆离的边缘情况。特别是关于**音频空间化处理**的那部分内容,涉及到了Web Audio API的复杂调度和延迟补偿,我花费了大量时间才勉强理解了其背后的三角测量原理。这本书的目标读者显然不是那些只想用几行代码搭个跑酷游戏的初学者,而是那些愿意为追求卓越性能和工程健壮性而投入大量心力的匠人。
评分连贯、易理解、难得的讲Web游戏开发的好书! 它会带你一步步了解基于Sprite系统的游戏开发模式
评分连贯、易理解、难得的讲Web游戏开发的好书! 它会带你一步步了解基于Sprite系统的游戏开发模式
评分连贯、易理解、难得的讲Web游戏开发的好书! 它会带你一步步了解基于Sprite系统的游戏开发模式
评分这本书还是很不错的,例子也挺丰富的,强力推荐~ 就是挺贵的~
评分连贯、易理解、难得的讲Web游戏开发的好书! 它会带你一步步了解基于Sprite系统的游戏开发模式
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