000 -LEADER |
fixed length control field |
02564nam a22003735i 4500 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
OSt |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20140310153551.0 |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION |
fixed length control field |
cr nn 008mamaa |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
101226s2010 xxu| s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781430227403 |
|
978-1-4302-2740-3 |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER |
Classification number |
QA76.6-76.66 |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
005.11 |
Edition number |
23 |
264 #1 - |
-- |
Berkeley, CA : |
-- |
Apress, |
-- |
2010. |
912 ## - |
-- |
ZDB-2-CWD |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Spuy, Rex. |
Relator term |
author. |
245 10 - IMMEDIATE SOURCE OF ACQUISITION NOTE |
Title |
AdvancED Game Design with Flash |
Medium |
[electronic resource] / |
Statement of responsibility, etc |
by Rex Spuy. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
808 p. |
Other physical details |
online resource. |
505 0# - FORMATTED CONTENTS NOTE |
Formatted contents note |
Modeling Game Data -- Vectors: Ghosts in the Machine -- Collisions Between Circles -- Collisions Between Polygons -- Pixel-Perfect Collision and Destructible Environments -- Explosions, Blitting, and Optimization -- Make It Fun! Sound, Music, and AI -- Tile-Based Game Design -- Pathfinding -- XML and External Data. |
520 ## - SUMMARY, ETC. |
Summary, etc |
Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels. Each chapter highlights a new advanced technique illustrated by practical examples. Examples of games are given in a variety of genres, all of which take an object-oriented programming approach. Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Computer science. |
|
Topical term or geographic name as entry element |
Computer Science. |
|
Topical term or geographic name as entry element |
Programming Techniques. |
710 2# - ADDED ENTRY--CORPORATE NAME |
Corporate name or jurisdiction name as entry element |
SpringerLink (Online service) |
773 0# - HOST ITEM ENTRY |
Title |
Springer eBooks |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY |
Display text |
Printed edition: |
International Standard Book Number |
9781430227397 |
856 40 - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
http://dx.doi.org/10.1007/978-1-4302-2740-3 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
|
Item type |
E-Book |