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HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL von [Seidelin, Jacob]
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HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL 1 , Kindle Edition

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Discover new opportunities for building 2D and 3D games with HTML5

The newest iteration of HTML, HTML5 can be used with JavaScript, CSS3, and WebGL to create beautiful, unique, engaging games that can be played on the web or mobile devices like the iPad or Android phones. Gone are the days where games were only possible with plugin technologies such as Flash and this cutting-edge book shows you how to utilize the latest open web technologies to create a game from scratch using Canvas, HTML5 Audio, WebGL, and WebSockets. You'll discover how to build a framework on which you will create your HTML5 game. Then each successive chapter covers a new aspect of the game, including user input, sound, multiplayer functionality, 2D and 3D graphics, and more.

  • Aims directly at a new way to develop games for the web through the use of HTML5
  • Demonstrates how to make iOS and Android web apps
  • Explains how to capture player input; create 3D graphics; and incorporate textures, lighting, and sound
  • Guides you through the process of creating a game from scratch using Canvas, HTML5 Audio, WebGL, and WebSockets

By the end of this invaluable book, you will have created a fully functional game that can be played in any compatible browser or on any mobile device that supports HTML5.

Über den Autor und weitere Mitwirkende

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


  • Format: Kindle Edition
  • Dateigröße: 5524 KB
  • Seitenzahl der Print-Ausgabe: 456 Seiten
  • Verlag: Wiley; Auflage: 1 (30. November 2011)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • ASIN: B006HW131K
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Word Wise: Nicht aktiviert
  • Screenreader: Unterstützt
  • Verbesserter Schriftsatz: Aktiviert
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen 1 Kundenrezension
  • Amazon Bestseller-Rang: #519.378 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

  •  Ist der Verkauf dieses Produkts für Sie nicht akzeptabel?


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Format: Kindle Edition Verifizierter Kauf
Das Buch beinhaltet Tips und Tricks zur einfachen Umsetzung von Spielen basierend auf HTML5, CSS3, Javascript und WebGL.
Die Informationen sind in klarem und verständlichem Englisch gehalten. Diese können natürlich nicht nur auf Spiele anwendbar.
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Die hilfreichsten Kundenrezensionen auf (beta) (Kann Kundenrezensionen aus dem "Early Reviewer Rewards"-Programm beinhalten) 3.9 von 5 Sternen 33 Rezensionen
8 von 8 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Good balance between too simple and too complex 15. Mai 2014
Von Frobisher - Veröffentlicht auf
Format: Taschenbuch Vine Kundenrezension eines kostenfreien Produkts ( Was ist das? )
First, I'm going to give you my feelings about computer technical books these days and then why this one works when others don't.

It's difficult to write good books these days for many computer topics, because the technology changes and advances too quickly for the books to be up-to-date, people are too used to finding answers/examples for free on the web, and there's the issue of reading a heavy physical books (and many tech books are bulky and heavy). Technical books these days are often too simple/trivial to be of use, or too complex/involved (and hence too bulky). But the problem with the 'web only' approach to learning about something is that it's hard to find what I think of as a "deep overview" when multiple technologies are involved.

I'm a vine reviewer and was given a paper copy of the second edition to review. I downloaded a sample onto my Nexus to see how this worked on a tablet, and it works very well on the Nexus.

Many of the new books have Kindle editions, but I have found that using either a Paperwhite or a Nexus 7, they don't fit well into those formats. The most egregious example is Friedl's "Mastering Regular Expressions" in which the illustrations he gives of how a text string will be parsed, don't work: In the printed copy the parsing illustrations, which are shades of gray, are fairly easy to read, but on either the Paperwhite or the Nexus 7, they won't zoom.

Moving back to this book in particular, and why I like it, which starts with it not making what I think are common mistakes:

1) It doesn't start from the very beginning. It assume you're comfortable with javascript and html and css, on a working level. This is great, as the author doesn't have to do that quick breeze-through of all of the technologies, which saves space and weight.

2) It doesn't assume too much advanced knowledge of any of the technologies, and it assumes almost none about HTML5 and the other technologies (SVG, Ajax) often used with it.

3) It's not a reference. This also reduces the heft of the book and this prevents the problem of not being able to see the forest for the trees.

4) This is a great intro/overview, 'get your feet wet' kind of book, and it's the one I'd recommend to a programmer who was comfortable with html/javascript/css for regular web site development, but knew little about HTML 5 and games. Given it's size and the breadth of topics it touches on, it can't begin to get into heavy game development, but there are other books for that.

This is the kind of book that you will read once and put aside. It's not a book you'll come back to, but I think you'll come out of it with a good understanding of the framework in which you'll be working. Having read this, it'll be much easier to find more in-depth information about particular topics.
16 von 16 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen pre-order buyer 10. Januar 2012
Von T L Butler - Veröffentlicht auf
Format: Taschenbuch Verifizierter Kauf
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.
5.0 von 5 Sternen The missing link! 28. Dezember 2012
Von Derek J. Schwalenberg - Veröffentlicht auf
Format: Kindle Edition Verifizierter Kauf
I am not even finished with this book and I am already giving it five stars. It is very well structured. He starts with very small amounts of code in HTML5, CSS3, and Javascript adding to each as it goes along. Unlike most books it doesn't focus on one at a time but teaches you the relationships between each one. It has really helped me understand the big picture. I understood HTML (before HTML5) and CSS scripting fairly well before I started but I have little javascript knowledge and have never made games before. So far following the instructions I have been to make games using his code (which works flawlessly so far all bugs I found were my own typos). Since reading this I have made my own bejewelled-style game like the demo he gives and a tic-tac-toe game of my own design using his js loaders and scripting techniques that I will give some credit for and a link to his book when I put it on my website. Wonderful if you want to dive into the cutting-edge of open-web design and platform independent gaming. I cannot wait to get into WebGL :D
1 von 1 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Very good breaks everything out into sections that works for me 26. November 2014
Von JoeBulldog - Veröffentlicht auf
Format: Taschenbuch Verifizierter Kauf
Very good breaks everything out into sections that works for me. This book is not for beginners even if you know some HTML5 and JavaScript you will be looking into other books for more information. I am getting through it and am pleased with the progress. I would recommend this book for someone who is wanting to do some games. It will teach you.
6 von 7 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen The one we've all been waiting for! 29. Januar 2012
Von Clint V Franklin, aka theraje - Veröffentlicht auf
Format: Taschenbuch Verifizierter Kauf
(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. Seidelin does a good job of explaining why workers can be helpful, and in what situations they perform (or don't perform) well.

In Chapter 6, you will be introduced to Canvas -- the scriptable graphics element introduced in HTML5. Everything is covered -- shapes/paths, transformation/scaling/rotation, rendering text and images, and real-time rendering (such as shadows, and my personal favorite -- compositing). Chapter 7 extends the game by showing you how to pre-load game assets (and display a progress bar in the meantime), and adding a "fallback" rendering method using CSS sprites and the DOM to control the game view.

Chapter 8 covers input. In addition to mouse and keyboard input, Jacob will explain to you how touch events work on devices with touch screens, and how to interpret them in the game. Chapter 9 covers animating the game, and includes a handy "fallback" script that imitates the functionality of requestAnimationFrame() for browsers without support for the function built-in.

Part 3 (which I have not delved into -- yet) covers the Audio element in Chapter 10, whereas Chapter 11 will guide you through adding WebGL rendering to the game project.

Part 4 covers more of the advanced functions introduced in HTML5, such as Local Storage and WebSockets. The book winds down in Chapter 14 with a list of resources -- everything from external libraries (Box2D, Impact, and Three are covered), to app deployment/sales (for both desktop and mobile devices), and so on.

In summary, this book is pretty much going to take you from 0 to 60 in about 430 pages. 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. This makes it much easier to grasp even difficult concepts. His use of modules such as Modernizr and Sizzle is, in my opinion, a good thing (jQuery is more popular, but would add a bit of unnecessary bloat, unfortunately). I'm really impressed with the editing -- I have only come across one instance of mangled code, and it is minor. (I had the error marked and planned to point it out; unfortunately, the marker I used fell out of the book...)

One caveat -- there is some serious JavaScript-Fu going on in this book. If you are not at least somewhat comfortable with JavaScript and how it works under the hood, prepare to be schooled.

"HTML5 Games: Creating Fun with HTML5, CSS3, and WebGL" by Jacob Seidelin gets five well-deserved stars from me.
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