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HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL by [Seidelin, Jacob]
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HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL Kindle Edition

4.2 out of 5 stars 19 customer reviews

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Product Description

About the Author

JACOB SEIDELIN (COPENHAGEN) is a freelance web developer with 10 years of experience working withbackend programming, graphics design, and front–end technology. When not working with clients he enjoys JavaScript and HTML5, web game development, and generally pushing the limit of what is possible in the browser. The results of his adventures in web development can be witnessed at his website at http://www.nihilogic.dk/.

Product details

  • Format: Kindle Edition
  • File Size: 3612 KB
  • Print Length: 456 pages
  • Publisher: Wiley; 1 edition (30 Nov. 2011)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B006HW131K
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Enhanced Typesetting: Not Enabled
  • Average Customer Review: 4.2 out of 5 stars 19 customer reviews
  • Amazon Bestsellers Rank: #615,396 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

4.2 out of 5 stars
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
HTML5 Games: Creating fun with HTML5,CS3 and WebGL

Overview
This is a great book on how to use HTML 5 and other tools to build online games. Although games orientated this book is of use to the wider programming environment as it teaches HTML 5 in an engaging way.

Who is it for ?
The book is obviously aimed at game programmers and does do a great job in showing how the latest web tools can be used in very creative ways. The book is pitched at a reasonable level so any one can pick it up and get the gist of HTML 5 and associated programming techniques. I would not say it's an absolute beginners guide but used alongside a basic introduction to HTML 5 it becomes easy to follow. The listings can be downloaded from the authors website to save typing in raw HTML and code.

Content
The examples show each feature of HTML etc. very well but are quite limited in their scope. However, it does show in short amounts of code what's possible and it is easy to develop the basic building blocks introduced in the book, experimentation is what it is all about with programming having done it for 30 years - that's how you learn and that is what this book encourages. The function of each part of the listings and how they can be used have been explained and documented well so you could use this as a dip in reference as well. A good book for programming students especially those on gaming development courses.

Overall
A well written introduction to HTML 5 and the latest programming tools with a bias towards gaming, which is no bad thing. The writing style is informative and the code printed in the book works to show what can be achieved. Overall a great book for programming students and as a help yourself manual on gaming techniques and modern programming methods. It will leave you wanting more but that means it's done its job well. Recommended!
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Format: Paperback
This book is very useful for both beginners and experienced programmers that want to get into the new web technologies.
I have quite some experience with web and some of the parts I went through very quickly but others were very helpful in explaining how HTML5 or CSS3 features actually work. Most of the times, the book also covers polyfills (workarounds) for older browsers. The book takes a specific game idea (bejeweled clone) and goes through all the steps, from the splash screen to 3D webgl or audio, to create a complete game.
I have read it and created the example in 4 days and I have learned quite a lot. There are though some typos in the code examples in the book, a couple of which made me waste some time debugging. You might want to use the code in the example files, downloadable from the publisher site. On the other side, the debugging time plus the fact that I wanted to use jquery, instead of dom and other libraries in the book, helped me understand the code better.
All in all a useful and easy to read book.
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By SBno1 TOP 500 REVIEWERVINE VOICE on 10 May 2012
Format: Paperback Vine Customer Review of Free Product ( What's this? )
As the name suggests, this book isn't for someone looking to learn the latest HTML5 for web site building. It assumes a basic understanding of use of HTML and shows you how useful it can be and that it isn't just limited to web sites.

The code builds up in bite size chunks and each piece has a good description. I have been using the book as a reference and not going through each chapter. If you attack the book in the same way you may find that you don't quite follow the logic. I have to admit that I struggle in a few places to really grasp what is going on, but that is no reflection on the book. I never bought it with the intention of reading through it, but to take snippets of code from within and reference.

I have to say that if I was going to spend time writing a game, I wouldn't really consider HTML as the code to do it in. But I think the book is more a showcase as to the flexibility and scope of HTML5 than to write the latest block busting game. If you have the time, patience and desire to write HTML games or are looking for something that integrates well with an existing site then you won't be disappointed with this book. It is well written and well laid out and for less than 20GBP is a fair price for a reference book.
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Format: Kindle Edition Verified Purchase
The book is well written and understandable. Maybe not for the total beginner, but absolutely fine if you have a bit of a computing background. My sole criticism of the book is the order that the code and chapters are laid out. The author is creating the code in a manner that I would never have done. Let me explain:

Every single block of code that you write in a computer program needs to have an immediate effect. You should be able to run your program, write something new, run again and see the result.

As it is in this book, things go fine until chapter 3. We lay out the main page, add some styling, create some modules. At this point we have a menu with four options. Chapter 4 creates the logic of the game. There is absolutely nothing for us to see! Chapter 5 creates asynchronous workers, again, there's no way to run your game and see the difference. The programmer is totally lost, all this code, modules, etc. and not a single difference in what you saw two chapters ago! In Chapter 6 we play with Canvas examples. Not a single line of code against our little project. Chapter 7 creates the game display. By that time I'm totally lost, thank you.

The order of things in my view should have been. Laid out structure of project, creation of splash-screen, menu-screen, linked to all the screens in empty modules, so that navigation is seamless. Then one by one create the content for the screens of the game. Initialize your board, then move on to display it. Create the logic to swap two jewels, then refresh your page to see them move.

The reader cannot simply wait 4 chapters to see a single difference in the browser window.

It's a shame because the book started *so* well. It uses Modernizer and Sizzle which are quite good technologies imho.
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