Build your own 2D Game Engine and Create Great Web Games Using HTML5, JavaScript, and WebGL

Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in com...

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Detalles Bibliográficos
Autores principales: Sung, Kelvin. author (author), Pavleas, Jebediah. author, Arnez, Fernando. author, Pace, Jason. author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Berkeley, CA : Apress 2015.
Edición:1st ed. 2015.
Colección:Expert's Voice in Game Development
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629845406719
Tabla de Contenidos:
  • Contents at a Glance; Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Introducing 2D Game Engine Development with JavaScript; The Technologies; Setting Up Your Development Environment; Downloading and Installing JavaScript Syntax Checker; Working in the NetBeans Development Environment; Creating an HTML5 Project in NetBeans; The Relationship Between the Project Files and the File System; How to Use This Book; How Do You Make a Great Video Game?; References; Technologies; Chapter 2: Working with HTML5 and WebGL; Introduction
  • Canvas for Drawing The HTML5 Canvas Project ; Creating and Clearing the HTML Canvas; Separating HTML and JavaScript; The JavaScript Source File Project; Separate JavaScript Source Code File; Load and Run JavaScript Source Code from index.html; Observations; Elementary Drawing with WebGL; The Draw One Square Project ; Set Up and Load the Primitive Geometry Data; Set Up the GLSL Shaders ; Define the Vertex and Fragment Shaders ; Compile, Link, and Load the Vertex and Fragment Shaders; Set Up Drawing with WebGL; Observations; Abstraction with JavaScript Objects
  • The JavaScript Objects ProjectSource Code Organization ; Abstracting the Game Engine; The Core of the Game Engine: gEngine.Core ; The Shared Vertex Buffer; The Shader Object; The Client Source Code; Observations; Separating GLSL from HTML; The Shader Source Files Project; Loading Shaders in SimpleShader ; Extracting Shaders into Their Own Files ; Cleaning Up HTML Code ; Source Code Organization ; Changing the Shader and Controlling the Color; The Parameterized Fragment Shader Project; Defining the SimpleFS.glsl Fragment Shader ; Modify the SimpleShader to Support the Color Parameter
  • Drawing with the New Shader Summary; Chapter 3: Drawing Objects in the World; Introduction; Encapsulating Drawing ; The Renderable Objects Project ; The Renderable Object; Testing the Renderable Object; Observations; Transforming a Renderable Object; Matrices as Transform Operators; Concatenation of Matrix Operators ; The glMatrix Library ; The Matrix Transform Project; Modify the Vertex Shader to Support Transforms; Modify SimpleShader to Load the Transform Operator; Modify Renderable Object to Set the Transform Operator; Testing the Transforms ; Observations
  • Encapsulating the Transform Operator The Transform Objects Project; The Transform Object; Transformable Renderable Objects ; Modify Drawing to Support Transform Object; View, Projection, and Viewports; Coordinate Systems and Transformations; Modeling and Normalized Device Coordinate Systems ; The World Coordinate System ; The Viewport; The View Projection and Viewport Project; Modifying the Vertex Shader to Support the View-Projection Transform; Modifying SimpleVertex to Support the View-Projection Transform; Modifying RenderObject to Support the View-Projection Transform
  • Testing the View-Projection Transform and the Viewport