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HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL Paperback – December 27, 2011


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Product Details

  • Paperback: 456 pages
  • Publisher: Wiley; 1 edition (December 27, 2011)
  • Language: English
  • ISBN-10: 1119975085
  • ISBN-13: 978-1119975083
  • Product Dimensions: 0.8 x 7.3 x 9 inches
  • Shipping Weight: 1.9 pounds
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (24 customer reviews)
  • Amazon Best Sellers Rank: #709,927 in Books (See Top 100 in Books)

Editorial Reviews

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/.

More About the Author

Jacob Seidelin is a freelance web developer with 10 years of experience working with backend 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/.

Customer Reviews

4.1 out of 5 stars
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See all 24 customer reviews
My major desire was to find a good book that I can use in a course where we will build a game engine using webgl technologies.
T L Butler
It takes you through lessons and exercises as you create a game in HTML5, CSS, and Javascript that looks good in a web browser and on all mobile devices.
Ashley S
Jacob has a really great writing style, in that he explains things very well without being overly verbose -- he says a lot by saying a little.
Clint V Franklin, aka theraje

Most Helpful Customer Reviews

16 of 16 people found the following review helpful By T L Butler on January 9, 2012
Format: Paperback Verified Purchase
I pre-ordered this book and had high hopes for it. My hopes were realized. My major desire was to find a good book that I can use in a course
where we will build a game engine using webgl technologies. I would have liked perhaps an additional chapter about webgl, but am quite pleased
with the chapter that is present. Also, the other chapters are informative and helpful, e.g. those describing web sockets, local storage, etc. I
downloaded the software from the publisher website and ran many of the samples. In one case, I had to make a change to the code to accept 0 (zero)
from an xmlhttprequest where the code was only accepting a 200 as a valid return code. Otherwise, things that I tried ran unchanged. At one point I
was confused by a reference to "BC" in the Index. A quick email to the author got an almost immediate reply in which he told me that the acronym
referred to Bonus Content, and that the content would be added to the downloads at the website. He emailed me later when the content was available.
While I will probably provide some websites as supplements to be visited by my students, I am completely satisfied with the book and am currently
planning to use it in my course this summer.
Thanks.
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13 of 15 people found the following review helpful By Amazon Customer on January 31, 2012
Format: Paperback Verified Purchase
I've now read five titles on HTML5 game development, and while each has their redeeming qualities and high points, Jacob Seidelin's fine work is an absolute must-have. This isn't for the novice or beginning dev looking to add a new arrow to their web programming quill - this is a healthy discussion that tackles specific challenges in creating rich, engaging games for the browser environment. Seidelin greatly emphasizes the web's key advantage of being accessible via browsers on the desktop, smartphones, tablets, and hopefully soon, interactive TVs.

The book doesn't spend time discussing game theory and doesn't go into exhaustive detail with APIs for canvas and multimedia, it states the objective in building a puzzle game and then attacks the problem by building-out each of the components and subsystems. Each chapter is very logically-organized and well-written, neither too short nor not overly verbose. It leverages techniques for multiplayer games like Web Sockets and Web Workers and uses slick techniques to take advantage of local storage for a real console feel. The animation and WebGL chapters are very much appreciated, too.

But the book's finest hour is its hearty chapter dealing with the nuances of mobile games for iOS and Android. This chapter is essential reading, featuring material not found in wide distribution with most titles out there at the moment.

While I'm not a big fan of books using third-party libraries in their examples ([...]), Seidelin does leverage Modernizr and Sizzle, the DOM access library that's not as top-heavy as jQuery. In so doing is uses clever JavaScript programming idioms and patterns that are very worth considering for your next project.

This book is so good, I'd recommend owning it AS A BOOK. With maybe an electronic copy as a backup. :)
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6 of 6 people found the following review helpful By Michael J. Greenhut on August 3, 2012
Format: Paperback
This book covers everything you'd need to develop an HTML5 game and release it into the real world on multiple platforms. However, this shouldn't be your first book on HTML5, it should be your second or third. If you're like me -- an ActionScript 3 programmer looking to transition to canvas and JavaScript -- I'd strongly recommend reading Rob Hawkes's book first, then following up with this.

I recommend typing in all the code yourself, chapter by chapter, with the possible exception of Chapter 11's WebGL - I skipped most of that for the time being; if you're a professional game programmer, you most likely won't be creating your own 3D art. If you're really interested in WebGL (which is still in its infancy and not widely supported), I'd go through the rest of the book first, then tackle that chapter later on.

Don't expect to memorize it all in one go. Use the code as a reference for when you design and develop your own games and make extensive use of JS, CSS and canvas.

There are 3 errors in the code (at least in the print edition) that I've caught and posted about elsewhere, but these errors are fixed in Jacob's code samples. If you're banging your head against the wall and can't figure out what's wrong, compare your version to his.

Overall, you'll definitely want this if you're going to make and publish serious HTML5 games.
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6 of 7 people found the following review helpful By Clint V Franklin, aka theraje on January 29, 2012
Format: Paperback Verified Purchase
(January 29, 2012 -- Beyond this point is my original review of "HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL." Please note that the content below was written prior to completing "Chapter 10: Creating Audio for Games." I will complete this review once I have gone through the rest of the book.)

When I first heard Jacob Seidelin (the mastermind behind the NihiLogic Web site and the famous "HTML5 Canvas Cheat Sheet") was working on a book that was to cover game development using HTML5, I got excited. The current crop of HTML5 game programming books is, to put it bluntly, quite underwhelming. However, I knew if the book Mr. Seidelin was working on is near the caliber of the content on his Web site -- I'd be in for a real treat.

The book, "HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL," meets my expectations.

In Part 1 of the book, you start out by learning a bit about the history of HTML5, and gaining some ideas about how HTML5 can be used for gaming. In Chapter 2, after a primer on the game you will be building (a puzzle game along the lines of "Jewel Quest"), you get to the nitty-gritty and start the HTML/CSS files (along with a few scripts) necessary for the game -- including coverage of Web Fonts.

Part 1 concludes with a chapter on techniques to help your project translate well on mobile devices. This chapter is a gold-mine of tips and tricks that will get you going if you want your games to work well on Apple mobile devices and Android systems.

Then, in "Part 2", you get into the thick of it. Chapter 4 has you build the game-board module, including move-validation (so that one cannot make illegal moves), finding sets-of-three, and clearing/refilling the game board. Chapter 5 covers Web Workers, and does so well -- Mr.
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