0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (1)
  • R100 - R250 (11)
  • R250 - R500 (51)
  • R500+ (811)
  • -
Status
Format
Author / Contributor
Publisher

Books > Computing & IT > Applications of computing > Image processing > Computer animation

Breaking Out of the Games Industry (Paperback, 2nd New edition): Matthew M. White Breaking Out of the Games Industry (Paperback, 2nd New edition)
Matthew M. White
R1,456 Discovery Miles 14 560 Ships in 10 - 15 working days

This book offers a perspective into a phenomenon becoming more and more common: AAA developers 'going indie'. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to 'break in', then worked for years to 'break out'. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.

Creating Web Animations (Paperback): Kirupa Chinnathambi Creating Web Animations (Paperback)
Kirupa Chinnathambi
R997 Discovery Miles 9 970 Ships in 18 - 22 working days

Thanks to faster browsers, better web standards support, and more powerful devices, the web now defines the next generation of user interfaces that are fun, practical, fluid, and memorable. The key? Animation. But learning how to create animations is hard, and existing learning material doesn't explain the context of the UI problem that animations are trying to solve. That's where this book comes in. You'll gain a solid technical understanding of how to create awesome animations using CSS and learn how to implement common UI patterns, using practical examples that rely on animations to solve a core problem. Frontend web developers and designers only will learn important technical details, but also how to apply them to solve real-world problems. Create animations found in common user interface implementations, such as bounce after scrolling, expanding search boxes, and content sliders Learn the technical details of working with CSS animations and transitions Use CSS transforms to very animate an element's position, scale, and orientation

Digital Art, Aesthetic Creation - The Birth of a Medium (Hardcover): Paul Crowther Digital Art, Aesthetic Creation - The Birth of a Medium (Hardcover)
Paul Crowther
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

Is art created with computers really art? This book answers 'yes.' Computers can generate visual art with unique aesthetic effects based on innovations in computer technology and a Postmodern naturalization of technology wherein technology becomes something we live in as well as use. The present study establishes these claims by looking at digital art's historical emergence from the 1960s to the start of the present century. Paul Crowther, using a philosophical approach to art history, considers the first steps towards digital graphics, their development in terms of three-dimensional abstraction and figuration, and then the complexities of their interactive formats.

Next Generation Computer Animation Techniques - Third International Workshop, AniNex 2017, Bournemouth, UK, June 22-23, 2017,... Next Generation Computer Animation Techniques - Third International Workshop, AniNex 2017, Bournemouth, UK, June 22-23, 2017, Revised Selected Papers (Paperback, 1st ed. 2017)
Jian Chang, Jianjun Zhang, Nadia Magnenat-Thalmann, Shi-Min Hu, Ruofeng Tong, …
R2,047 Discovery Miles 20 470 Ships in 18 - 22 working days

This book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Next Generation Computer Animation Techniques, AniNex 2017, held in Bournemouth, UK, in June 2017. The workshop was held in conjunction with the 11th International Conference on E-Learning and Games, Edutainment 2017. The 17 full papers presented in this volume were carefully reviewed and selected from 27 submissions. The papers are structured according to the four main themes: simulation and rendering for computer animation; character modeling and dynamics; user centered design and modeling; computer animation systems and virtual reality based applications.

Redesigning Animation - United Productions of America (Paperback): Cinzia Bottini Redesigning Animation - United Productions of America (Paperback)
Cinzia Bottini
R1,620 Discovery Miles 16 200 Ships in 10 - 15 working days

The animation studio United Productions of America (UPA) was able to challenge Disney supremacy in the 1950s entertainment market by creating cutting-edge animated cartoons. UPA films express a simplified audiovisual language consisting of stylized layout designs, asymmetrical compositions, colors applied flatly and in contrast with each other, limited animation and a minimalist use of sound effects. UPA artists developed this innovative style by assimilating those aesthetic features already expressed by Modern painters, graphic designers and advertisers. This book considers UPA films as Modern animations, because they synthesize a common minimalist tendency that was occurring in US animation during the 1940s and 1950s. It examines the conditions under which UPA studio flourished and the figure of its executive producer Stephen Bosustow; the influence of Modernist stylistic features of painting, graphic design and poster advertising on UPA animations; and UPA animated cartoons as case studies of a simplified audiovisual language that influenced 1950s-1960s international productions. Key Features Looks at UPA's origins during the 1940s and postwar American stage, and how this influences later Modern movements and styles Learn about the production methods of UPA and its lasting graphic contribution to animation history Discover how UPA audiovisual styles were born from the assimilation of Modern paintings, graphic art, and poster advertising Explores how UPA influenced animation in other parts of the world, including Romania, Russia, and Japan Highlights the impact UPA had on styles with famous international legends like Dusan Vukotic, Fyodor Khitruk, and Osamu Tezuka

Level Design - Concept, Theory, and Practice (Paperback): Rudolf Kremers Level Design - Concept, Theory, and Practice (Paperback)
Rudolf Kremers
R5,639 Discovery Miles 56 390 Ships in 10 - 15 working days

Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.

The Visual Effects Producer - Understanding the Art and Business of VFX (Paperback): Charles Finance, Susan Zwerman The Visual Effects Producer - Understanding the Art and Business of VFX (Paperback)
Charles Finance, Susan Zwerman
R1,076 Discovery Miles 10 760 Ships in 9 - 17 working days

Go behind the scene of the behind the scenes to learn how the business of producing the dazzling visual effects we see in movies and on TV works.
With decades of combined VFX production and supervisory experience in Hollywood, the authors share their experience with you, illuminating standard industry practices and tips on:


* preproduction planning
* scheduling
* budgeting
* evaluating vendors and the bidding process
* effective data management
* working on-set, off-set, or overseas
* dealing with changes in post-production
* legal issues (contracts, insurance, business ethics), and more


Also included are interviews with established, successful Hollywood VFX Producers about their career paths and how they got to where they are now.
From pre-production to final delivery, this is your complete guide to visual effects production, providing insight on VFX budgeting and scheduling (with actual forms for your own use) and common production techniques such as motion control, miniatures, and pre-visualization. Also included is a companion website (www.focalpress.com/cw/finance-9780240812632) with forms and documents for you to incorporate into your own VFX production workflows.

Beginning Adobe Animate CC - Learn to Efficiently Create and Deploy Animated and Interactive Content (Paperback, 1st ed.): Tom... Beginning Adobe Animate CC - Learn to Efficiently Create and Deploy Animated and Interactive Content (Paperback, 1st ed.)
Tom Green, Joseph Labrecque
R2,103 Discovery Miles 21 030 Ships in 18 - 22 working days

Use solid and practical exercises to master the fundamentals of Adobe Animate CC. This is one of the first comprehensive books on Adobe Animate CC to thoroughly examine and demonstrate how to create and deploy interactive and motion design content to mobile, tablet, and desktop screens. Using a series of carefully developed tutorials, Beginning Adobe Animate CC will lead you from basic Animate CC document workflows to the point where you can create animations, interactive projects, and anything else using a variety of techniques. Each chapter focuses on a major aspect of Animate CC and then lets you take over with a series of "Your Turn" exercises that let you create amazing projects based on what you have learned. Beginning Adobe Animate CC focuses on the core skill set needed to master Animate CC and while you are at it, you will be guided to the mastery of the fundamentals, such as drawing tools, movie clips, video and audio content, text, graphics, external data, components, and a solid overview of the code you need to know to take your skills to the next level. What You Will Learn: Create and deploy animated and interactive content for the HTML 5 universe. Create images and vector graphics for use in Animate CC. Examine a variety of animation techniques that make full use of the Animate CC timeline. Add video and audio content to an Animate CC project. Use many of the graphic creation tools in Animate CC. Publish your projects to a variety of formats. Who This Book is For: Those who are proficient in creating and publishing animated and interactive web-based content. It will also help those who are proficient in using Adobe Flash Professional CC to understand the improvements and new workflows found in Adobe Animate CC.

Tradigital Animate CC - 12 Principles of Animation in Adobe Animate (Paperback): Stephen Brooks Tradigital Animate CC - 12 Principles of Animation in Adobe Animate (Paperback)
Stephen Brooks
R1,252 Discovery Miles 12 520 Ships in 10 - 15 working days

Learn how to bridge the gap between the traditional animation principles and digital software. Tradigital Flash: 12 Principles of Animation in Adobe Flash brings the essentials of traditional animation and Adobe Flash together. The early masters of animationcreated a list of 12 principles which are important for anyone who wants to create interesting and believable animation. Digital animation continues to make incredible technological advancements that give animators the capability to produce visually stunning work. New technology, however, also has a tendency to create an environment where animators are so focused on adapting to the new workflow that they tend to dismiss these fundamental animation principles... which often leads to poor and lifeless character animation. Tradigital Flash helps you focus on these principles while using the program's wide array of features to create believable animation, consistently. Tradigital Flash joins three other Tradigital books covering Maya, Blender, and 3ds Max. This new volume in the series approaches the topic in a different way, giving readers both a practical look at the software, and providing a theoretical understanding of the genre. Learn a new principle in each chapter, the Flash tools most related to it and how to put it all together. A plethora of examples demonstrate the good methods which animators should use in Flash, how to avoid the bad ones and ways to create a workflow that works for you. An easy-to-follow approach with examples throughout the book that build on each other, showing how the principles act together. A companion website www.rubberonion.com/tradigital-animate features more examples, downloadable FLA resource files, video tutorials. Key Features Every chapter teaches you a principle, shows you the corresponding tool or tools, and shows you how to all put it together. A wide array of examples demonstrate the good, bad, and sometimes ugly procedures an animator can practice with Flash. A follow-along approach, where examples throughout the book build on each other, showing how the principles act together. A companion website features more examples, downloadable swf resource files, video tutorials.

3D Printing Basics for Entertainment Design (Paperback): Anne E. McMills 3D Printing Basics for Entertainment Design (Paperback)
Anne E. McMills
R1,410 Discovery Miles 14 100 Ships in 9 - 17 working days

Affordable 3D printers are rapidly becoming everyday additions to the desktops and worktables of entertainment design practitioners - whether working in theatre, theme parks, television and film, museum design, window displays, animatronics, or... you name it! We are beginning to ask important questions about these emerging practices: * How can we use 3D fabrication to make the design and production process more efficient? * How can it be used to create useful and creative items? * Can it save us from digging endlessly through thrift store shelves or from yet another late-night build? * And when budgets are tight, will it save us money? This quick start guide will help you navigate the alphabet soup that is 3D printing and begin to answer these questions for yourself. It outlines the basics of the technology, and its many uses in entertainment design. With straightforward and easy-to-follow information, you will learn ways to acquire printable 3D models, basic methods of creating your own, and tips along the way to produce successful prints. Over 70 professionals contributed images, guidance, and never-before-seen case studies filled with insider secrets to this book, including tutorials by designer and pioneer, Owen M. Collins.

Adobe Animate Classroom in a Book (2021 release) (Paperback): Russell Chun Adobe Animate Classroom in a Book (2021 release) (Paperback)
Russell Chun
R1,510 R1,211 Discovery Miles 12 110 Save R299 (20%) Ships in 10 - 15 working days

The fastest, easiest, most comprehensive way to learn Adobe Animate Classroom in a Book (R), the best-selling series of hands-on software training workbooks, offers what no other book or training program does -- an official training series from Adobe, developed with the support of Adobe product experts. Adobe Animate Classroom in a Book (2021 release) contains lessons that cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. You can follow the book from start to finish or choose only those lessons that interest you. Purchase of this book includes valuable online features. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the book Web Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe Animate (2021 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe Animate software.

Languages and the Consistency (Paperback): Jing Li, Jie Fang Languages and the Consistency (Paperback)
Jing Li, Jie Fang
R390 Discovery Miles 3 900 Ships in 18 - 22 working days
FORCE: Dynamic Life Drawing - 1th Anniversary Edition (Paperback, 3rd Edition): Mike Mattesi FORCE: Dynamic Life Drawing - 1th Anniversary Edition (Paperback, 3rd Edition)
Mike Mattesi
R1,610 Discovery Miles 16 100 Ships in 10 - 15 working days

Bring your artwork to life with the power of the FORCE! Watch, listen, and follow along as Mike Mattesi demonstrates the fundamental FORCE line and explains dynamic figure drawing techniques through 30 videos that are launched through the book's companion App. Packed with superb, powerfully drawn examples, the updated third edition of FORCE features an all-new section on the "FORCE blob," and dozens of fresh illustrations. Mike Mattesi’s 10th anniversary edition of FORCE will teach readers how to put thought and imagination to paper. Whether you are an illustrator, animator, comic book artist, or student, you'll learn to use rhythm, shape, and line to bring out the life in any subject.

The 10th Anniversary Edition contains numerous improvements. Around 30 videos are embedded within the book and accessible through the FORCE Drawing App. In the App, click on the image of the camera, point your mobile device’s camera at the page with the symbol, and then finally tap the video card image floating above the drawing to launch the video. Then sit back and watch the video that shows me creating that drawing and discussing my process. Many new drawings can be found within this edition and the addition of color now further clarifies the theory of FORCE.

Key Features

The unique, dynamic learning system that has helped thousands of artists enhance their figure drawing abilities

Dozens of updated illustrations and all-new content, exclusive to the 3rd edition

Select pages can be scanned by your smartphone or other device to pull up bonus video content, enhancing the learning process

Companion App:

Nearly 50 videos are available on the free FORCE Drawing companion app that can be downloaded through Google Play or the Apple App Store

Table of Contents

Seeing Life

Forceful Form

Forceful Shape

Clothing

On location

Reportage

Index

An Introduction to Computer Graphics for Artists (Paperback, 2nd ed. 2013): Andrew Paquette An Introduction to Computer Graphics for Artists (Paperback, 2nd ed. 2013)
Andrew Paquette
R1,781 Discovery Miles 17 810 Ships in 18 - 22 working days

An Introduction to Computer Graphics for Artists is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Written by a veteran of the computer graphics industry whose previous career included film animation and various spells as Art Director for video games, Andrew Paquette draws on his experiences both as an artist and a manager. Far too often artists, even professionals, lack a basic understanding of the principles of computer graphics. The result is inefficiency and lower quality of work. This book addresses these issues by providing fundamental information in a university course format, with theoretical material, detailed illustrations, and projects to test the reader's understanding of the concepts covered. Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his goals, instead of the technology being master of the artist. All students wanting to learn more about computer graphics from an artistic viewpoint, particularly those intending to pursue a career in computer game design or film animation, will find this book invaluable.

Composition for the 21st 1/2 century, Vol 2 - Characters in Animation (Paperback): Thomas Paul Thesen Composition for the 21st 1/2 century, Vol 2 - Characters in Animation (Paperback)
Thomas Paul Thesen
R1,823 Discovery Miles 18 230 Ships in 10 - 15 working days

Composition for the 21st 1/2 century: Characters in Animation focuses on characters and their application in animation, illustration, games, and films. It covers various technical aspects of character design and their artistic applicability. This book analyzes in detail the purpose of these character design features and provides examples of their impact. Emphasis is placed on each aspect and how it affects and is affected by the narrative. Additionally, complex case studies that assist in explaining the successful use of these concepts in films and animation are included. This book is geared toward students; however, it is also reader-friendly for professionals. Composition for the 21st 1/2 century: Characters in Animation's goal is to comprehend composition as an artistic tool and as a significant part of the professional character design process. Key Features: Teaches the complexity of composition in the professional character design process. Closes the gap between praxis and theory in character design. Explains how to produce believable characters that express their narrative in the visuals. Discusses the need for artistic reasoning in character design. Presents case studies to assist readers in understanding the process as they progress through this book. Author Bio: For more than twenty years, Thomas Paul Thesen's career has been about learning and understanding the complexities of art, animation, and image-making, both in still illustration, drawing, and photography and in the moving image. He has worked in the industry as a character animator and visual development artist for companies such as Pixar, DreamWorks, and Sprite Animation Studios. He has also taught for many years at universities across Asia, the USA, and the UK.

Physics for Flash Games, Animation, and Simulations (Paperback, 1st ed.): Adrian Dobre, Dev Ramtal Physics for Flash Games, Animation, and Simulations (Paperback, 1st ed.)
Adrian Dobre, Dev Ramtal
R1,390 Discovery Miles 13 900 Ships in 18 - 22 working days

Physics for Flash Games, Animation, and Simulations teaches ActionScript programmers how to incorporate real physics into their Flash animations, games, user interfaces, and simulations. * Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right) * Packed full of practical examples of how physics can be applied to your own games and applications * Addresses the diverse needs of game developers, animators, artists, and e-learning developers The book assumes a basic knowledge of ActionScript and Flash. However, no previous knowledge of physics is required - only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.What you'll learn * Basic math and physics you'll need to incorporate realism into your games, animations and simulations * How to incorporate a wide range of forces, including environmental forces such as gravity and friction, and forces due to fluids, such as drag and upthrust * How to build a number of realistic simulations, like submarines and flight simulators * How to model particle systems and use them for generative art and to create effects, such as smoke * Numerical subtleties, including accuracy and stability of integration schemes and handling boundary conditions properly; and how and when to use approximations and analytical solutions Who this book is for Flash developers interested in incorporating real physics into their games, animations, simulations or generative art projects. Table of Contents * Introduction to Physics Programming * Selected ActionScript 3.0Topics * Some Math Background * Basic Physics Concepts * The Laws Governing Motion * Gravity, Orbits, and Rockets * Contact and Fluid Forces * Restoring Forces: Springs and Oscillations * Centripetal Forces: Rotational Motion * Long-Range Forces * Collisions * Particle Systems * Extended Objects * Numerical Integration Schemes * Other Technical Issues * Simulation Projects

The Essential Guide to 3D in Flash (Paperback, 1st ed.): Richard Olsson, Rob Bateman The Essential Guide to 3D in Flash (Paperback, 1st ed.)
Richard Olsson, Rob Bateman
R1,002 R855 Discovery Miles 8 550 Save R147 (15%) Ships in 18 - 22 working days

If you are an ActionScript developer and you'd like to work with 3D in Flash, this book is for you. You will learn the core Flash 3D concepts, using the open source Away3D engine as a primary tool. Once you have mastered these skills, you will be able to realize the possibilities that the available Flash 3D engines, languages, and technologies have to offer you with Flash and 3D. * Describes 3D concepts in theory and their implementation using Away3D * Dives right in to show readers how to quickly create an interactive, animated 3D scene, and builds on that experience throughout the book * Each chapter contains a number of tutorials that focus on one specific feature or group of features What you'll learn * Use Away3D to incorporate real-time 3D into your Flash productions. * Enable users to interact with your 3D content. * Use lighting and shading to make your scene look realistic. * Animate your 3D scene in real time. * Use visual effects such as reflection, filters, and normal/bump mapping. * Use Away3D along with other frameworks (e.g., for real-time simulated physics). Who is this book for?This book is for Flash developers wanting to learn to use 3D effects within Flash using open source tools.

Critical Encounters with Immersive Storytelling (Hardcover): Alke Groeppel-Wegener, Jenny Kidd Critical Encounters with Immersive Storytelling (Hardcover)
Alke Groeppel-Wegener, Jenny Kidd
R1,796 Discovery Miles 17 960 Ships in 10 - 15 working days

A uniquely interdisciplinary look at storytelling in digital, analogue, and hybridised contexts, this book traces different ways stories are experienced in our contemporary mediascape. It uses an engaging range of current examples to explore interactive and immersive narratives. Critical Encounters with Immersive Storytelling considers exciting new forms of storytelling that are emerging in contemporary popular culture. Here, immersion is being facilitated in a variety of ways and in a multitude of contexts, from 3D cinema to street games, from immersive theatre plays to built environments such as theme parks, as well as in a multitude of digital formats. The book explores diverse modes and practices of immersive storytelling, discussing what is gained and lost in each of these 'genres'. Building on notions of experience and immersion, it suggests a framework within which we might begin to understand the quality of being immersed. It also explores the practical and ethical aspects of this exciting and evolving terrain. This accessible and lively study will be of great interest to students and researchers of media studies, digital culture, games studies, extended reality, experience design, and storytelling.

AdvancED Flash on Devices - Mobile Development with Flash Lite and Flash 10 (Paperback, 1st ed.): Scott Janousek, Elad Elrom,... AdvancED Flash on Devices - Mobile Development with Flash Lite and Flash 10 (Paperback, 1st ed.)
Scott Janousek, Elad Elrom, Thomas Joos
R1,255 R1,083 Discovery Miles 10 830 Save R172 (14%) Ships in 18 - 22 working days

AdvancED Flash on Devices beginswith a discussion of the mobile development landscapethe different players, tools, hardware, platforms, and operating systems. The second part of the book covers Flash Lite and how to take advantage newer features supported in Flash Lite 3.x. Then, the book covers AIR applications for multiple screens and includes topics such as: How to utilize new features of AIR 1.5 and Flash 10 as well as pitfalls to be aware of when building an AIR application for mobile How to include platform and context awareness for better adaptation How to adopt an application on multiple devices using dynamic graphical GUI Creating two full working real life touch screen mobile application

The last part of the book covers creating Flex applications running Flash 9 and 10 in mobile device browsers and includes topics such as: How to adopt Flex for multiple mobile device browsers How to create various video players for Flash Lite and Flash 10 and optimize your content. How to take advantage of Flash Media Server

Experienced Flash and ActionScript programmers who want to extend their skills to mobile platforms should find this book a great help in developing in this exciting and expanding marketplace. What you'll learn Create Flash Lite-based widgets on Nokia Series 60 devices and other Flash enabled devices Extend device capabilities using both Sony Ericsson Capuchin and Nokia S60 Platform Services with Flash Leverage Flash Video on smartphones and other Non-PC devices Approach migrating existing Flash content into native iPhone content using 3rd Party Developer tools Create two full working real life touch screen Flex mobile applications Who this book is for

AdvancED Flash on Devices, written for existing Flash developers and other interested mobile professionals, covers both mobile and device development with Flash Lite, as well as Flash 10 for smartphones and other non-PC devices. Table of Contents The Mobile and Device Landscape Flash Lite Platform Fundamentals Flash Lite 3 Tips and Tricks for Developing Flash Mobile Applications Mobile and Device Widget Platforms with Flash Flash Lite User Interface Components and Frameworks Extending Flash on Mobile and Devices Using OEM-Based Solutions Porting Flash Lite Applications to the iPhone using Third-Party Tools Adobe Integrated Runtime on Mobile Devices Adopting AIR for Mobile Devices Developing Cross-Platform Air Applications Mobile Applications and Development Strategies with Flex 4 and Flash Catalyst Adopting Flex for Multiple Devices Building Mobile Applications Using Test-Driven Development Creating a Cross-Platform Video Player and Optimizing Content

iPad Animation - How to Make Stop Motion Movies on the iPad (Paperback): Craig Lauridsen iPad Animation - How to Make Stop Motion Movies on the iPad (Paperback)
Craig Lauridsen
R1,004 Discovery Miles 10 040 Ships in 18 - 22 working days
How to Use Avidemux - The Open Source Video Editing Sofware for Complete Beginners (Paperback): Kayo Breno Da Silva How to Use Avidemux - The Open Source Video Editing Sofware for Complete Beginners (Paperback)
Kayo Breno Da Silva
R1,359 Discovery Miles 13 590 Ships in 18 - 22 working days
How to Start Your Own YouTube Network - An Insider's Guide (Paperback): Carey Martell How to Start Your Own YouTube Network - An Insider's Guide (Paperback)
Carey Martell
R677 Discovery Miles 6 770 Ships in 18 - 22 working days
Stop Motion Handbook 3.1 Using GarageBand and iStopMotion (Paperback, Colour (Second) ed.): Craig Lauridsen Stop Motion Handbook 3.1 Using GarageBand and iStopMotion (Paperback, Colour (Second) ed.)
Craig Lauridsen
R988 Discovery Miles 9 880 Ships in 18 - 22 working days
Foundation Game Design with Flash (Paperback, 1st ed.): Rex Van Der Spuy Foundation Game Design with Flash (Paperback, 1st ed.)
Rex Van Der Spuy
R960 R838 Discovery Miles 8 380 Save R122 (13%) Ships in 18 - 22 working days

We've all sneaked the odd five minutes here or there playing the latest Flash game that someone sent round the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with Flash is to take you, even if you've minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. The book is a non-technical one-stop-shop for all the most important skills and techniques a beginner game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this book is for you.Focused and friendly introduction to designing games with Flash and ActionScript Five detailed case studies of Flash games Essential techniques for building games, with each chapter gently building on the skills of preceding chapters What you'll learn Learn how to build interactive movies and objects with Flash Get a thorough grounding in ActionScript 3.0 and good programming practices, with minimal prior programming experience required Discover how to build interactive storybooks, space-shooter, adventure and drag-and-Drop games. Master collision detection, Enemy AI systems, player control, managing game data, basic physics and trigonometry. Make use of design patterns and object-oriented programming techniques to build robust games. Understand the strategies for making games fun to play and easy to build. Who this book is for

This book is for a non-technical creative person who wants to learn the art of video game design, but has no idea where to start or where to look for help. It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design with Flash and ActionScript. The book treats the art of programming as a creative artistic tool, and will help anyone who may be afraid of programming to love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of career as a game designer, and form a solid foundation for continued study of programming and ActionScript. This book is the missing link that will guide and inspire any curious and creative person turn a good game idea into a reality. Table of Contents Programming Foundations: How to Make a Video Game Making Objects Programming Objects Controlling Movie Clip Objects Decision Making Controlling a Player Character Bumping into Things Object-Oriented Game Design Platform Game: Physics and Data Management Advanced Object and Character Control

ActionScript 3.0 Cookbook (Paperback): Joey Lott ActionScript 3.0 Cookbook (Paperback)
Joey Lott; Contributions by Darron Schall, Keith Peter
R953 R832 Discovery Miles 8 320 Save R121 (13%) Ships in 18 - 22 working days

Well before Ajax and Microsoft's Windows Presentation Foundation hit the scene, Macromedia offered the first method for building web pages with the responsiveness and functionality of desktop programs with its Flash-based "Rich Internet Applications". Now, new owner Adobe is taking Flash and its powerful capabilities beyond the Web and making it a full-fledged development environment. Rather than focus on theory, the ActionScript 3.0 Cookbook concentrates on the practical application of ActionScript, with more than 300 solutions you can use to solve a wide range of common coding dilemmas. You'll find recipes that show you how to: Detect the user's Flash Player version or their operating system Build custom classes Format dates and currency types Work with strings Build user interface components Work with audio and video Make remote procedure calls using Flash Remoting and web services Load, send, and search XML data And much, much more ...Each code recipe presents the Problem, Solution, and Discussion of how you can use it in other ways or personalize it for your own needs, and why it works. You can quickly locate the recipe that most closely matches your situation and get the solution without reading the whole book to understand the underlying code. Solutions progress from short recipes for small problems to more complex scripts for thornier riddles, and the discussions offer a deeper analysis for resolving similar issues in the future, along with possible design choices and ramifications. You'll even learn how to link modular ActionScript pieces together to create rock-solid solutions for Flex 2 and Flash applications. When you're not sure how ActionScript 3.0 works or how to approach a specific programming dilemma, you can simply pick up the book, flip to the relevant recipe(s), and quickly find the solution you're looking for. Adobe Developer Library is a co-publishing partnership between O'Reilly Media and Adobe Systems, Inc. and is designed to produce the number one information resources for developers who use Adobe technologies. Created in 2006, the Adobe Developer Library is the official source for comprehensive learning solutions to help developers create expressive and interactive web applications that can reach virtually anyone on any platform. With top-notch books and innovative online resources covering the latest in rich Internet application development, the Adobe Developer Library offers expert training and in-depth resources, straight from the source.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
The Wobble - Teen, Pregnant, and…
Yani Alfonso Hardcover R653 Discovery Miles 6 530
Amazing Teachers & YOU!
Geraldine Oades-Sese Hardcover R492 Discovery Miles 4 920
The Monsters Ate The Alphabet
Travis Talburt Hardcover R674 R603 Discovery Miles 6 030
BUSY MEECHE and Maxwell the Bee
Davis R Mechelle Hardcover R750 Discovery Miles 7 500
Making a Great Exhibition - (Books for…
Doro Globus Hardcover R407 Discovery Miles 4 070
Hitting Rock Bottom - New Beginnings for…
Gary J. Rose Hardcover R757 R676 Discovery Miles 6 760
The Adventures of a House Pet…
Brittany Whitehead Hardcover R517 R482 Discovery Miles 4 820
When Kais Met Toussaint
Claude Louis, Kristin J K Louis Hardcover R692 Discovery Miles 6 920
I Am Malala - How One Girl Stood Up for…
Malala Yousafzai Paperback R258 Discovery Miles 2 580
Mrs. H and Icelynn Discover Space in Art
Kimberly Helleren Hardcover R545 Discovery Miles 5 450

 

Partners