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Core HTML5 Canvas: Graphics, Animation, and Game Development (Core Series) 1st Edition

4.6 out of 5 stars 59 customer reviews
ISBN-13: 978-0132761611
ISBN-10: 0132761610
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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: 4.6 out of 5 stars  See all reviews (59 customer reviews)
  • Amazon Best Sellers Rank: #511,777 in Books (See Top 100 in Books)

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Customer Reviews

Top Customer Reviews

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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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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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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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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