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Learning HTML5 Game Programming: A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL Paperback – October 5, 2011

2.9 out of 5 stars 12 customer reviews

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Editorial Reviews

About the Author

James L. Williams is an experienced Silicon Valley developer and speaker who has presented worldwide on Java, user interfaces, and game programming. He created SwingXBuilder, a domain-specific language for creating user interfaces utilizing SwingX components, and is co-despot of Griffon, a framework for building rich applications with Groovy. While riding a coach bus to South by Southwest Interactive (SXSW), he and his team conceived, coded, and created a winning product in the StartupBus 2011 competition.

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Product Details

  • Series: Learning
  • Paperback: 256 pages
  • Publisher: Addison-Wesley Professional; 1 edition (October 5, 2011)
  • Language: English
  • ISBN-10: 0321767365
  • ISBN-13: 978-0321767363
  • Product Dimensions: 6.9 x 0.8 x 8.9 inches
  • Shipping Weight: 8 ounces (View shipping rates and policies)
  • Average Customer Review: 2.9 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #1,707,954 in Books (See Top 100 in Books)

More About the Author

James Williams is a developer based in Silicon Valley and frequent conference speaker, domestically and internationally. He was a successful participant in the 2007 Google Summer of Code working to bring easy access to SwingLabs UI components to Groovy. He is a co-creator of the Griffon project, a rich desktop framework for Java applications. He and his team WalkIN, created a product on a coach bus while riding to SXSW, and were crowned winners of StartupBus 2011. His first video game was "Buck Rogers: Planet of Zoom" on the Coleco Adam, a beast of a machine with a blistering 3.58Mhz CPU, a high speed tape drive, and a propensity to erase floppy disks at bootup. He blogs at http://jameswilliams.be/blog and tweets as @ecspike.

Customer Reviews

Top Customer Reviews

Format: Paperback
Since April 2011, I've been exploring developing games utlizing HTML5 out of interest.

My resource from this time on has been what others have posted on the Internet.
I was excited to hear about the book "Learning HTML5 Game Programming" and even more excited to read it.

Below is my brief analysis of every chapter, but overall I found this book to be quite value to anyone interested in learning HTML5 programming but haven't really explored it, they should really get this book. I am not a professional HTML5 game developer, but as a hobbyiest I found this quite beneficial. It is well written, well organized, and covers what I feel are very important topics. Compared to what books that are currently out there, this is definitley one of best books to get on this subject to my knowledge.

Chapter 1, "Introducting HTML5", give a nice history of
Web technologies and a nice background of the
technologies through the years. While it's not necessary
to read, it is well worth reading.

Chapter 2, "Setting Up Your Development Environment", is
a very welcome and much needed chapter. While most books
would brush over this topic, this book does the courtesy
of dedicating a chapter to setting up the development
environment! On top of an entire chapter, he graciously
suggests free tools to use. As a developer, nothing is
more frustrating than struggling with your development
environment instead of doing actual development! I find
this chapter VERY valuable.

Chapter 3, "Learning JavaScript" is a nice chapter and
should speak well to beginners that want to make games
but don't know JavaScript so well. What's nice is he also
covers learning JQuery, JQuery with AJAX, and JSON.
Read more ›
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Format: Paperback
I'm currently up to chapter 4 and my conclusion is that this book is either not very helpful for learning or that it is aimed at a very specialized audience that is not me. It may be for people who are already very experienced with web development and therefore assumes that you know a lot about other related subjects already. Many things are just skimmed over without any explanation of what they are. It's also possible that it's more appropriate for people accustomed to creating web games using Flash who just need to know the specific comparable HTML5 tools. Either way, if you're starting from scratch this book isn't going to be particularly comprehensible.

This book tells you ABOUT its topic but doesn't teach you how to do it. If you're happy just downloading the accompanying files and reading them along with the book as a learning technique then you'll like this book. If you want more hands-on how and why this is not that book.

In addition, the book isn't set up particularly well as a learning reference. For example it's very acronym-heavy but if you don't remember what a particular acronym stands for it's usually not referenced properly in the index so you're left guessing.

I went back and got "Head First HTML5 Programming" instead as it has more of a step-by-step instructional approach. http://www.amazon.com/Head-First-HTML5-Programming-JavaScript/dp/1449390544/ref=sr_1_1?ie=UTF8&qid=1334013560&sr=8-1
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Format: Paperback
I picked up this book with the intention of gaining some knowledge about WebGL and that's exactly what is gave me. The topic alone is very difficult to teach to a Web audience that probably doesn't have a whole lot of experience dealing with graphics card interaction.

The book latched onto a specific library which, I agree, does date it slightly. But the library components use are things that I certainly would not want to build myself although there is great value in examining the guts of any code-base. I felt that the author did a good job explaining that libraries are not always the answer but in the few cases of Vertex and Frame buffers, its probably best to grab something pre-built and learn the basics.

I certainly got what I was looking for out of the book and if was presented in a consumable format (short book).
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Format: Paperback
At first a little disappointed by this book, as I found it maybe too much scattered (covering too much topics), I finally found it very useful as it actually allowed me to expand my field of knowledge on each of the subjects. For sure this book do not provide any ancient secret knowledge to become a guru, but it will however show you the magic, and how to use it with some real examples. Which at the end is more than enough to give you a first overview of the various possibilities around HTML5.

So would I recommend this book ? If you are an advanced JS/HTML5 developer looking to push your knowledge further : maybe not. But if you don't have a clue about how to start with HTML5, this book will come very handy in giving you the right kickstart to get you up and running in no times.
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Format: Paperback
I often have one of two issues for most programming books.

1) It's too long for me to read while running 3 businesses

2) It's too concise to be of real use (i.e. - ill just learn via google or stackoverflow)

Learn HTML5 Game programming was a happy compromise where it is a quick read at ~200 pages yet chock full of relavent information. One note - don't be mislead by the title, HTML5 game programming covers a variety of additional topics including jquery, node.js, Phonegap, and all the "other" little bits that are needed to make HTML5 a truly feasible tool for flash replacement. Best of all - you learn via examples (i.e. Pong).

For someone who is too busy to read volumes on what is capable w HTML5, yet likes to stay relavent and on the cutting edge, this book it a must read...
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