4 of 4 people found the following review helpful:
5.0 out of 5 stars
A great book with strong examples!, 20 Sep 2011
By Swak - Published on Amazon.com
This review is from: Making Isometric Social Real-Time Games with HTML5, CSS3, and JavaScript (Paperback)
At first when I received the book I jokingly compared it as the baby book of all the other programming giant's that cover my bookshelf. Later I day I found myself glued to the pages reading every given example and the Mario's step by step in understanding the examples. Honestly this book isn't for beginners and I feel you should have a general knowledge of game development before diving into these examples. This book helped me move from a hobbyist to an indie developer. He gives great knowledgeable answers on everything dealing with performance, cheating, and possible speed bumps that you may hit on the way of developing your own game. I have been interested in isometric development for years being a fan of simulation games, I am able to pursue some projects that I was stuck and I am even able to apply these techniques into action-script projects.
13 of 18 people found the following review helpful:
1.0 out of 5 stars
Not even good enough for beginners, 28 Nov 2011
By D. Hayes "turing machine wrangler" - Published on Amazon.com
This review is from: Making Isometric Social Real-Time Games with HTML5, CSS3, and JavaScript (Paperback)
Okay, so maybe I was expecting too much, but this book lost points on many fronts.
The book comes in at 135 pages, and most of it is code samples that you can find on the web. That's a bad sign. The book doesn't cover AMD (Asynchronous Module Definition) frameworks, such as RequireJS which enables the programmer to split a large JavaScript application into multiple files that can be combined at a later date. Bad sign #2. Throughout the code samples, the author uses setTimeout and setInterval instead of the more CPU-friendly requestAnimationFrame which has many other benefits. That's #3. Even though the word "social" is in the title, the author mostly covers the sign-up flow for registering an application with Facebook, rather than focusing on common problems a developer might encounter when developing for the platform.
At first, I thought that maybe this book could be classified as a beginner's book... but then I got to thinking. Why teach beginners bad practices from the start? Why not introduce a bit of real-world complexity from the beginning and provide solutions and the pros and cons for each, with pointers towards resources that might encourage research?
I know the tagline includes, "with HTML5, CSS3, and JavaScript", but how about a discussion of keeping client and server synced? What data structures would be helpful here? What kind of server platforms would a beginning developer use to host their hot new game? There's no mention of AppEngine, or Heroku, or EC2. What are the benefits of using MySQL over other SQL solutions? What about NoSQL?
There's no mention of NodeJS, or Couch, both JavaScript-centric server-side solutions that could encourage a beginning JavaScript programmer that there is a world for them beyond enhancing static web pages with jQuery.
I think we can provide better learning tools for those wanting to make games on the web. It's a great time to be a JS developer, but this book hides almost all of it.