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Title DMD1 Advanced ActionScript 3.0 Animation
Edition
Call Number 006.696 PET a
ISBN/ISSN 978-1-4302-1608-7
Author(s) Keith Peters
Subject(s) computer animation
Graphic Design
Flash (Computer file)
ActionScript (Computer program language)
Classification 006.696 PET a
Series Title Adobe Learning Librray
GMD Text
Language English
Publisher Friends of ED
Publishing Year 2009
Publishing Place USA
Collation 449 p; 23,5 cm
Abstract/Notes This book is a compilation of advanced ActionScript 3.0 animation
techniques for any user creating games, user interaction, or motion
control with ActionScript. It's a compilation of topics that follow
on from the author's earlier book, Foundation ActionScript 3.0
Animation: Making Things Move, and things that became possible in the
most recent version of Flash: Flash Player 10. This book covers a
diverse selection of topics that don't necessarily lead one into the
other. You don't need to start with Chapter 1 and read it cover to
cover. Just start with any chapter that looks interesting and jump
around as you see fit. In this book, you'll find chapters on advanced
collision detection, artificial intelligence and steering behaviors,
isometric projection, using the camera and microphone for input, 3D,
and much, much more. The book is also more experimental in nature.
The techniques shown here might not be the best way to do things, but
they should work well and get you started in your own efforts to
achieve a perfect implementation. In fact, many of the chapters can
be seen as introductions to very complex topics that could fill a
whole book by themselves. Many of these subjects have been
extensively covered elsewhere, but not necessarily targeted for Flash
or ActionScript 3.0. So it took a fair amount of work to pull the
data together and get it all working and explain it all clearly in
ActionScript. This book will inspire you to find out about subjects
that you might not have considered before, acting as a springboard
into your own research into the possibilities of ActionScript 3.0. In
this book, you'll learn how to: Leverage Flash 10 3D, the new drawing
API commands, and Pixel Bender Create isometric worlds for games
Construct powerful artificial intelligence routines including
pathfinding, steering, and flocking behaviors Use numerical
integration for real world physics effects Build advanced collision
detection routines for more accurate simulations Summary of Contents
Advanced Collision Detection Steering Behaviors Isometric Projection
Pathfinding Alternate Input: The Camera and Microphone Advanced
Physics: Numerical Integration 3D in Flash 10 Flash 10 Drawing API
Pixel Bender Tween Engines
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