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Core HTML5 Canvas: Graphics, Animation, and Game Development (Core Series) Paperback – May 14, 2012

ISBN-13: 978-0132761611 ISBN-10: 0132761610 Edition: 1st

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Core HTML5 Canvas: Graphics, Animation, and Game Development (Core Series) + Pro HTML5 Games (Expert's Voice in Web Development) + The Web Game Developer's Cookbook: Using JavaScript and HTML5 to Develop Games (Game Design)
Price for all three: $99.07

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Product Details

  • Series: Core Series
  • Paperback: 752 pages
  • Publisher: Prentice Hall; 1 edition (May 14, 2012)
  • Language: English
  • ISBN-10: 0132761610
  • ISBN-13: 978-0132761611
  • Product Dimensions: 6.9 x 1.1 x 9 inches
  • Shipping Weight: 2.2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (57 customer reviews)
  • Amazon Best Sellers Rank: #297,171 in Books (See Top 100 in Books)

Editorial Reviews


"The HMTL5 canvas has long needed a thoughtful and thorough presentation -- and this is that book... In many ways, this book reminds me of the old-style tutorials we all miss: complete, approachable, with high production values in the publication process... An excellent volume." - Dr. Dobbs

"Core HTML5 Canvas: Graphics, Animation, and Game Development is a terrific guide to building HTML5 games using the Canvas object... It is a beautifully-presented guide to drawing using the Canvas object, with a focus on game development." -

"This comprehensive book covers all you need to know about the HTML5 canvas element so that you can build robust online games for desktop and mobile devices. I learned more about the canvas element from this book than I learned from any other resource, online or off. I have reviewed other canvas books, and most of them are very good, but this one is great." -

"This was a delightful book that will help readers understand the finer points of developing games in HTML5's canvas element. While it doesn't get you to the point of developing three dimensional blockbuster games inside the browser, it does bite off a very manageable chunk for most readers. And, if you're a developer looking to get into HTML5 game design, I heavily recommend this text as an introduction". -

About the Author

David Geary is a long-time author who wrote the best-selling books on both Java component frameworks: Graphic Java 2: Swing, Third Edition (Prentice Hall, 1999), and (with Cay Horstmann) Core JavaServer™ Faces, Third Edition (Prentice Hall, 2010). In 2011, David co-founded the HTML5 Denver meetup group (, which has grown to over 1000 members.

Customer Reviews

This book covers the HTML part in great detail with lots of good examples.
Robert Agostinho
It's also where I succumbed to the fact that this was an excellent reference book and not something I was going to read, learn from and start using the next week.
Matt Raible
In addition, it's organized and laid out very well, which means it's easy to follow.
Jessica McKelden Cave

Most Helpful Customer Reviews

40 of 41 people found the following review helpful By Paul Irish on June 5, 2012
Format: Paperback
A serious amount of work has gone into this comprehensive tome on canvas. David is an incredibly strong technical writer and his examples are excellent to learn from and look at.

Additionally, David pulled in extremely smart technical reviewers like members of the Chrome team and the WHATWG who made recommendations for performance, compatibility and technique. The book itself captures a lot of browser compatibility knowledge. As an example, I have written most of the published content on the requestAnimationFrame feature in browsers, but David has covered its history including all the details I'd found but never written. His comprehensiveness is unmatched in this book. Not only is Dave covering the features well but also the use cases and the math surrounding things like Gravity, Ray Casting and matrices.

The book itself is gorgeous. All pages are printed with full color which means we have full syntax highlighting. This makes such an enormous difference in reading the book. Hopefully this book has a big influence on how tech books from here on out are published.

A short note that the cover of the book looks kind of boring. Don't let that put you off, the contents inside are some of the best I've seen from a clientside web tech book.
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14 of 16 people found the following review helpful By BW & ABAP VINE VOICE on September 12, 2012
Format: Paperback Vine Customer Review of Free Product ( What's this? )
I developed my first graphics program in late `80s for DOS using Turbo C. Then I ported it and enhanced it to run on X Window System (Google XSCDEMO). Then I used my graphics programming knowledge to develop a Windows screen saver using MS Visual C++ (Google "Vajra screen saver program for Windows", include the double quotes). Then my life got busy.

When I heard that HTML5 Canvas allows for developing complex graphics programs, I got excited. All you need to know is JavaScript and HTML. No need to purchase a compiler! And, it is platform independent! Develop once and it works on Windows, MAC, Linux, or anything else you can imagine, as long as the browser supports HTML5. If you are into graphics programming, or if you are interested in learning graphics programming, HTML5 Canvas is the only way to go. And, this book takes you there.

The book is detailed, well organized, visually pleasing, and priced correctly. Examples that I tried worked fine. You are not expected to have graphics programming background to learn from this book. For me, with the past experience, things started clicking quickly.

Best part is that the book not only teaches graphics programming, but also teaches animation techniques. You know, things like how to accelerate or decelerate objects, object collisions, applying physics to moving objects, etc.

I recommend this book without any reservations.
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10 of 11 people found the following review helpful By S. Dang on November 21, 2012
Format: Paperback Vine Customer Review of Free Product ( What's this? )
This book is laid out like a logical college text. The prerequisites would be familiarity with HTML scripting, and JavaScript programming. This book presumes you know these things well as it provides no attention to either of these basic reader prerequisites.

The author wastes little time getting into the nitty gritty. Code examples are the foundation for this book, along with execution screen shots. The book is extremely detailed and the author's instruction is insightful yet to the point. Chapter 1 covers the essentials of the canvas element such as event handling, using HTML elements within the canvas element, and printing a canvas. He even includes a small primer on the various math to be used throughout the book, as a refresher. Quite useful I might add.

The next chapter introduces the "student" to drawing with canvas. Again he starts with the basics like drawing basic shapes and advances the instruction along to more advance techniques such as using bezier curves, path manipulation, and transformations.

And so goes the rest of the book.. The student progresses through the following topics (in the following order):

Text: stroking and filling text, positioning text and implementing text controls
Images and Video: drawing, scaling, image manipulation, animation images, and video processing
Animation: animation loops, frame rate manipulation, backgrounds, timing, etc.
Read more ›
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13 of 15 people found the following review helpful By Tyler Anderson on July 7, 2012
Format: Paperback Verified Purchase
I bought this book after coming to the conclusion that, for the moment, making html5 canvas games with javascript requires you to get your hands dirty with every facet of the canvas element. After reading through the book, following along with some of the examples, and using it as a quick reference at times i can say that this is the best book to date on the subject matter. My only, very minor complaint is that the code examples in the printed book have a few typos that the actual code on the authors github account do not have, causing a few *wait a minute* moments in following the book. Use the authors working example code instead of the printed code when following along and everything is just fine.
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Most Recent Customer Reviews

More About the Author

A long-time best-selling author with the utmost respect for his readers' time, David's books all have a single purpose: To help you master a technology as quickly and efficiently as possible. He writes books like he writes software by constantly iterating over material and refining examples until they reveal the essence of a particular technique. David also iterates obsessively over his writing until discussions are succinct and crystal clear.

David worked full-time for nearly two years on his most recent book, Core HTML5 Canvas, published in full color with syntax highlighted code throughout by Prentice-Hall in May 2012.

After graduating from Oregon State University with a degree in mechanical engineering, David spent eight years at Boeing as a software engineer, and for six of those years he taught off-hour courses in C, C++, and Object-Oriented Design.

In 1994 David moved to Colorado to work for Sun Microsystems. After working on a Smalltalk prototype for his first year, he switched to Java, and soon began working on his first book, Graphic Java, which covered Java's Abstract Window Toolkit and turned out to be one of the best-selling Java books of all time.

David left Sun in 1997 and has since made a living writing books, consulting and training, and speaking at conferences. He has written a total of nine books in the past 15 years, several of which were best-sellers in their respective categories, including the best-selling books on both Java component frameworks: Swing and JavaServer Faces.

In 2011, David co-founded the HTML5 Denver Users Group -- -- which has become one of the most popular meetup groups in Denver with over 1,000 members.

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