Build Your Own 2D Game Engine and Create Great Web Games: Using HTML5, JavaScript, and WebGL2
暫譯: 建立自己的 2D 遊戲引擎並創造精彩的網頁遊戲:使用 HTML5、JavaScript 和 WebGL2
Kelvin Sung , Jebediah Pavleas , Matthew Munson , Jason Pace
- 出版商: Apress
- 出版日期: 2021-12-04
- 售價: $2,550
- 貴賓價: 9.5 折 $2,423
- 語言: 英文
- 頁數: 500
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1484273761
- ISBN-13: 9781484273760
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相關分類:
HTML、JavaScript、WebGL、遊戲設計 Game-design
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商品描述
Develop a 2D game engine that will give you the experience and core understanding of foundational concepts for building complex and fun 2D games that can be played across the Internet via popular web browsers. This book is organized so that the chapters follow logical steps of building a game engine and integrates concepts accordingly.
Build Your Own 2D Game Engine and Create Great Web Games isolates and presents relevant concepts from software engineering, computer graphics, mathematics, physics, game development and game design in the context of building a 2D game engine from scratch. In this edition, all the code is based on updated versions of JavaScript with HTML5 and WebGL2: you will analyze the source code needed to create a game engine that is suitable for implementing typical casual 2D videogames. You will also learn about physics and particle system. The discussion of physics component includes rotations and popular physical materials such as wood, mud, and ice. The discussion of particle component has popular presets such as fire, smoke, and dust.
By the end of the book, you will understand the core concepts and implementation details of a typical 2D game engine, learn insights into how these concepts affect game design and game play, and have access to a versatile 2D game engine that they can expand upon or utilize to build their own 2D games from scratch with HTML5, JavaScript, and WebGL2.
What You Will Learn
- Understand essential concepts for building 2D games
- Grasp the basic architecture of 2D game engines
- Understand illumination models in 2D games
- Learn basic physics used in 2D games
- Find out how these core concepts affect game design and game play
- Learn to design and develop 2D interactive games
Who Is This Book For
Game enthusiasts, hobbyists, and anyone with little to no experience who are interested in building interactive games but are unsure of how to begin. This can also serve as a textbook for a junior- or senior-level "Introduction to Game Engine" course in a Computer Science department.
商品描述(中文翻譯)
開發一個 2D 遊戲引擎,讓您獲得經驗並深入理解構建複雜且有趣的 2D 遊戲的基礎概念,這些遊戲可以通過流行的網頁瀏覽器在互聯網上進行遊玩。本書的章節按照邏輯步驟組織,逐步構建遊戲引擎並相應整合概念。
《建立自己的 2D 遊戲引擎並創造精彩的網頁遊戲》從軟體工程、計算機圖形學、數學、物理學、遊戲開發和遊戲設計的角度,孤立並呈現與從零開始構建 2D 遊戲引擎相關的概念。在本版中,所有代碼基於更新版本的 JavaScript,並使用 HTML5 和 WebGL2:您將分析創建適合實現典型休閒 2D 電子遊戲的遊戲引擎所需的源代碼。您還將學習物理學和粒子系統。物理組件的討論包括旋轉和流行的物理材料,如木材、泥土和冰。粒子組件的討論則涵蓋了流行的預設,如火焰、煙霧和灰塵。
在本書結束時,您將理解典型 2D 遊戲引擎的核心概念和實現細節,了解這些概念如何影響遊戲設計和遊玩體驗,並能夠使用 HTML5、JavaScript 和 WebGL2 擴展或利用一個多功能的 2D 遊戲引擎,從零開始構建自己的 2D 遊戲。
您將學到的內容:
- 理解構建 2D 遊戲的基本概念
- 掌握 2D 遊戲引擎的基本架構
- 理解 2D 遊戲中的照明模型
- 學習 2D 遊戲中使用的基本物理學
- 了解這些核心概念如何影響遊戲設計和遊玩體驗
- 學習設計和開發 2D 互動遊戲
本書適合誰:
遊戲愛好者、業餘愛好者以及對構建互動遊戲感興趣但不知從何開始的任何人。這本書也可以作為計算機科學系初級或高級「遊戲引擎導論」課程的教科書。
作者簡介
Kelvin Sung is a Professor with the Computing and Software Systems Division at University of Washington Bothell (UWB). He received his Ph.D. in Computer Science from the University of Illinois at Urbana‐Champaign. Kelvin's background is in computer graphics, hardware, and machine architecture. He came to UWB from Alias-Wavefront (now part of Autodesk), where he played a key role in designing and implementing the Maya Renderer, an Academy Award‐winning image generation system. At UWB, funded by Microsoft Research and the National Science Foundation, Kelvin's work focuses on the intersection of video game mechanics, solutions to real‐world problems, and mobile technologies. Together with his students and colleagues, Kelvin has co‐authored five books: one in computer graphics (Essentials of Interactive Computer Graphics: Concepts and Implementations, A.K. Peters, 2008), and the others in 2D game engines (Learn 2D Game Development with C#, APress, 2013; Build Your Own 2D Game Engine; Create Great Web Games, Apress, October 2015; Building a 2D Game Physics Engine, APress, 2016; and Basic Math for Game Development with Unity 3D, Apress 2019).
Matthew Munson is a graduate student in the Computer Science and Software Engineering program at the University of Washington Bothell. He received undergraduate degrees in Computer Science and Software Engineering and Mechanical Engineering at the University of Washington Bothell in 2020. Matthew is interested in operating system development, networking, and embedded systems. As a research assistant Matthew used cloud computing to analyze years of audio data recorded by hydrophones off the Oregon coast. This data was used to study the effects of climate change and shipping noise on marine mammals. Currently, Matthew is working on a networked augmented reality library that focuses on allowing users to view the same virtual scene from different perspectives. Jason Pace has contributed to a wide range of games as a Producer, Designer, and Creative Director over 15 years in the interactive entertainment industry, from ultra-casual puzzlers to Halo. As a Designer Jason builds game mechanics and systems that start from a simple palette of core interactions (known as the core gameplay loop), progressively introducing variety and complexity to create interactive experiences that engage and delight players while maintaining focus on what makes each unique game fun.
Fernando Arnez is working with Facebook as Software Engineer.
作者簡介(中文翻譯)
Kelvin Sung 是華盛頓大學博塞爾分校 (UWB) 計算與軟體系統部的教授。他在伊利諾伊大學厄本那-香檳分校獲得計算機科學博士學位。Kelvin 的背景專注於計算機圖形學、硬體和機器架構。他在來到 UWB 之前曾在 Alias-Wavefront(現為 Autodesk 的一部分)工作,並在設計和實現 Maya Renderer(獲得奧斯卡獎的影像生成系統)中扮演了關鍵角色。在 UWB,Kelvin 的研究工作由微軟研究院和國家科學基金會資助,專注於視頻遊戲機制、現實世界問題的解決方案以及行動技術的交集。Kelvin 與他的學生和同事共同撰寫了五本書籍:一本關於計算機圖形學(《互動計算機圖形學基礎:概念與實現》,A.K. Peters,2008),其餘則是關於 2D 遊戲引擎(《使用 C# 學習 2D 遊戲開發》,APress,2013;《建立自己的 2D 遊戲引擎;創造精彩的網頁遊戲》,Apress,2015 年 10 月;《建立 2D 遊戲物理引擎》,Apress,2016;以及《Unity 3D 遊戲開發的基礎數學》,Apress 2019)。
Matthew Munson 是華盛頓大學博塞爾分校計算機科學與軟體工程課程的研究生。他在 2020 年獲得計算機科學、軟體工程和機械工程的學士學位。Matthew 對作業系統開發、網路和嵌入式系統感興趣。作為研究助理,Matthew 使用雲計算分析了在俄勒岡海岸錄製的多年音頻數據。這些數據用於研究氣候變化和航運噪音對海洋哺乳動物的影響。目前,Matthew 正在開發一個網路增強現實庫,專注於讓用戶從不同的視角查看相同的虛擬場景。
Jason Pace 在互動娛樂產業擔任製作人、設計師和創意總監,擁有超過 15 年的經驗,參與了各種遊戲的開發,從超休閒益智遊戲到 Halo。作為設計師,Jason 建立遊戲機制和系統,從一組簡單的核心互動(稱為核心遊戲循環)開始,逐步引入多樣性和複雜性,以創造引人入勝且令人愉悅的互動體驗,同時保持對每個獨特遊戲樂趣的專注。
Fernando Arnez 目前在 Facebook 擔任軟體工程師。