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HTML5 Games Most Wanted: Build the Best HTML5 Games

Book Description

HTML5 Games Most Wanted gathers the top HTML5 games developers and reveals the passion they all share for creating and coding great games. You'll learn programming tips, tricks, and optimization techniques alongside real-world code examples that you can use in your own projects. You won't just make games—you'll make great games.

The book is packed full of JavaScript, HTML5, WebGL, and CSS3 code, showing you how these fantastic games were built and passing on the skills you'll need to create your own great games. Whether you're a coding expert looking for secrets to push your games further, or a beginner looking for inspiration and a solid game to build on and experiment with, HTML5 Games Most Wanted is for you. Topics and games covered include building complexity from simplicity in A to B, how to create, save, and load game levels in Marble Run, creating fast 3D action games like Cycleblob, entity interpolation from Snowball Fight, trait-based gaming in Grave Danger, the advanced use of WebGL from the game Bar Fight, tips on combining the entangled web of HTML5 technologies brilliantly shown in Far7, the holy grail of making a unique game like Z-Type, and how to build split-screen games as in the addictive Robots Are People Too.

What you'll learn

  • How to create fantastic games using HTML5

  • How to add 3D to your games with WebGL

  • How to create multiplayer games

  • How to build a level designer for your game

Who this book is for

Game developers creating amazing games that will work across multiple devices using the HTML5 suite of technologies.

Table of Contents

  1. Title
  2. Contents at a Glance
  3. Contents
  4. About the Authors
  5. About the Technical Reviewer
  6. About the Cover Image Artist
  7. Introduction
  8. Chapter 1: The State of Open Web Games
    1. A brief introduction
    2. Why should you care about open web games?
    3. What is the current state of open web games?
    4. What does the future hold and what still needs to be done?
  9. Chapter 2: Complexity from Simplicity
    1. Who am I?
    2. A to B
    3. Rules of simplicity
    4. Why A to B works
    5. Processing.js
    6. Examples and integration of Processing.js
    7. Summary
    8. Resources
  10. Chapter 3: How to Make Multi-Platform HTML5 Games from Scratch
    1. Introduction
    2. Three-part code organization
    3. Coding our Chess Game
    4. Mobile frameworks
    5. Internationalization
    6. Pure DOM vs. canvas–based game
    7. Conclusion
    8. Other resources
  11. Chapter 4: Creating, Saving, and Loading Tracks
    1. Who we are, what we will build, and why
    2. The application and the sense behind it
    3. Why levels are important
    4. Split the big thing into small components
    5. The HTML markup
    6. Adding a little style
    7. The JavaScript structure
    8. The drawing loop
    9. The bricks
    10. Adding bricks to the grid
    11. Implement rotation
    12. Implement the Clear button
    13. The Store
    14. Implement the Save button
    15. Create the saved tracks list
    16. Summary
  12. Chapter 5: 3D CSS Tutorial
    1. Introduction
    2. Overview of the elements
    3. Game variables
    4. The container’s 3D properties
    5. Events and game loop timer
    6. Game loop overview
    7. Making new fish
    8. Fish update
    9. Fish render
    10. Making fish
    11. Setting the fish properties
    12. Recycling the fish
    13. Exploding the fish
    14. Particles
    15. Parallax layers
    16. Disabling default touch/mouse behavior
    17. Conclusion
  13. Chapter 6: Particle Systems
    1. Introduction
    2. Math
    3. Hello fireworks
    4. Fire
    5. Smoke
    6. Optimizations
    7. Micro optimizations
    8. Optimized fireworks
    9. Conclusion
  14. Chapter 7: Beginning WebGL
    1. WebGL Origins
    2. How does WebGL work?
    3. OS, graphics card, and browser support
    4. Libraries
    5. Debugging tools
    6. 3D refresher
    7. GLSL
    8. Using WebGL
    9. A basic game
    10. Summary
  15. Chapter 8: CycleBlob: A WebGL Lightcycle Game
    1. What is WebGL?
    2. Starting with WebGL
    3. 3D models and geometry
    4. Movement and positioning
    5. Code structure
    6. Conclusion
    7. Reference
  16. Chapter 9: A Real-Time Multiplayer Game Using WebSockets
    1. Philosophy of netcode
    2. Designing the bumper cars game
    3. The game logic
    4. The game client, Part 1
    5. The game server
    6. The game client, Part 2
    7. Conclusion
    8. Appendix: Setting up node.js
  17. Chapter 10: Hard-Pressed for a Choice of Technology
    1. Why the choice is so hard to make
    2. Rendering
    3. Audio
    4. Connection
    5. Client databases
    6. Web fonts
    7. Conclusion
  18. Index