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3D game programming for kids : create interactive worlds with JavaScript  Cover Image Book Book

3D game programming for kids : create interactive worlds with JavaScript / Chris Strom ; edited by Fahmida Y. Rashid.

Strom, Chris. (Author).

Summary:

You know what's even better than playing games? Creating your own. Even if you're an absolute beginner, this book will teach you how to make your own online games with interactive examples. You'll learn programming using nothing more than a browser, and see cool, 3D results as you type. You'll learn real-world programming skills in a real programming language: JavaScript, the language of the web. You'll be amazed at what you can do as you build interactive worlds and fun games. You'll jump right in and write games and simulations while learning programming fundamentals. You'll use the ICE Code Editor, which was created especially for this book to make it easy for you to get started with JavaScript programming. With the ICE Editor, you'll see the results of your work right away. Want a red donut? You can make hundreds of them, spinning around like crazy right next to the code you just typed. You'll do hands-on coding in every chapter. You'll start by building simple animated shapes, then make your own player--who can do cartwheels! You'll learn how to build your own games from start to finish, including a monster eating fruit, a cave puzzle, and rafting on a river. You'll animate simple shapes to create a model of the solar system, and make your own website so that you can show off your games with your friends. If you just want to make games, jump to the lessons focusing on projects. To understand some of the theory better or if you need some help with functions, turn to the chapters that explain the programming concepts. We'll walk you carefully through all the math needed to bring games to life. Best of all, you get to create awesome games and say, "I made this!"

Record details

  • ISBN: 9781937785444 (pbk)
  • ISBN: 1937785440 (pbk)
  • Physical Description: xvi, 287 pages : illustrations ; 24 cm
  • Publisher: Dallas, TX : The Pragmatic Bookshelf, [2013]

Content descriptions

General Note:
Includes index.
Bibliography, etc. Note:
Includes bibliographical references and index.
Formatted Contents Note:
Machine generated contents note: 1.1.Programming with the ICE Code Editor -- 1.2.Making Shapes with JavaScript -- 1.3.Animating the Shapes -- 1.4.The Code So Far -- 1.5.What's Next -- 2.1.Getting Started -- 2.2.Opening and Closing the JavaScript Console -- 2.3.Debugging in ICE: The Red X -- 2.4.Debugging in ICE: The Yellow Mangle -- 2.5.Debugging in the Console -- 2.6.Recovering When ICE Is Broken -- 2.7.What's Next -- 3.1.Getting Started -- 3.2.Making a Whole from Parts -- 3.3.Breaking It Down -- 3.4.Adding Feet for Walking -- 3.5.Challenge: Make the Avatar Your Own -- 3.6.Doing Cartwheels -- 3.7.The Code So Far -- 3.8.What's Next -- 4.1.Getting Started -- 4.2.Building Interactive Systems with Keyboard Events -- 4.3.Converting Keyboard Events into Avatar Movement -- 4.4.Challenge: Start/Stop Animation -- 4.5.Building a Forest with Functions -- 4.6.Moving the Camera with the Avatar -- 4.7.The Code So Far -- 4.8.What's Next -- 5.1.Getting Started --
Contents note continued: 5.2.Understanding Simple Functions -- 5.3.When Things Go Wrong -- 5.4.Weird Tricks with Functions -- 5.5.The Code So Far -- 5.6.What's Next -- 6.1.Getting Started -- 6.2.Moving a Hand -- 6.3.Swinging Hands and Feet Together -- 6.4.Walking When Moving -- 6.5.The Code So Far -- 6.6.What's Next -- 7.1.Getting Started -- 7.2.Describing a Thing in JavaScript -- 7.3.Changing Things -- 7.4.Repeating and Skipping Code with while and if -- 7.5.Listing Things -- 7.6.What Makes JavaScript Different -- 7.7.What's Next -- 8.1.Getting Started -- 8.2.Facing the Proper Direction -- 8.3.Breaking It Down -- 8.4.Animating the Spin -- 8.5.The Code So Far -- 8.6.What's Next -- 9.1.Getting, Started -- 9.2.A Quick Introduction to HTML -- 9.3.Setting the Scene -- 9.4.Using Cameras to Capture the Scene -- 9.5.Using a Renderer to Project What the Camera Sees -- 9.6.Exploring Different Cameras and Renderers -- 9.7.What's Next -- 10.1.Getting Started --
Contents note continued: 10.2.Rays and Intersections -- 10.3.The Code So Far -- 10.4.What's Next -- 11.1.Getting Started -- 11.2.Starting a Scoreboard at Zero -- 11.3.Giving Trees a Little Wiggle -- 11.4.Jumping for Points -- 11.5.Making Our Games Even Better -- 11.6.The Code So Far -- 11.7.What's Next -- 12.1.Getting Started -- 12.2.Changing Color -- 12.3.Realism: Shininess -- 12.4.Shadows -- 12.5.Let's Animate! -- 12.6.The Code So Far -- 12.7.What's Next -- 13.1.Getting Started -- 13.2.The Sun, Earth, and Mars -- 13.3.Earth-Cam! -- 13.4.The Code So Far -- 13.5.What's Next -- 14.1.Getting Started -- 14.2.Change Mars into the Moon -- 14.3.The Coolest Trick: Frame of Reference -- 14.4.Challenge: Create an Earth Orbit Frame of Reference -- 14.5.Pausing the Simulation -- 14.6.Understanding the Phases -- 14.7.The Code So Far -- 14.8.What's Next -- 15.1.Getting Started -- 15.2.Let's Make Physics! -- 15.3.Outline the Game -- 15.4.The Code So Far -- 15.5.What's Next --
Contents note continued: 16.1.Getting Started -- 16.2.Gravity and Other Setup -- 16.3.Outline the Game -- 16.4.The Code So Far -- 16.5.What's Next -- 17.1.Getting Started -- 17.2.Simple Objects -- 17.3.Copying Objects -- 17.4.Constructing New Objects -- 17.5.The Code So Far -- 17.6.What's Next -- 18.1.Getting Started -- 18.2.Setting the Game's Boundaries -- 18.3.Building a Random, Unreachable Goal -- 18.4.Building Draggable Ramps -- 18.5.Winning the Game -- 18.6.The Code So Far -- 18.7.What's Next -- 19.1.Getting Started -- 19.2.Building Levels -- 19.3.Adding Finishing Touches to the Game -- 19.4.The Code So Far -- 19.5.What's Next -- 20.1.Getting Started -- 20.2.Organizing Code -- 20.3.Warping Shapes to Make Unique Things -- 20.4.Build a Raft for Racing -- 20.5.Setting the Finish Line -- 20.6.The Code So Far -- 20.7.What's Next -- 21.1.The Mighty, Mighty Browser -- 21.2.Free Websites -- 21.3.Putting Your Code on Another Site -- 21.4.What's Next --
Contents note continued: A1.1.Code: Creating Simple Shapes -- A1.2.Code: Playing with the Console and Finding What's Broken -- A1.3.Code: Making an Avatar -- A1.4.Code: Moving Avatars -- A1.5.Code: Functions: Use and Use Again -- A1.6.Code: Moving Hands and Feet -- A1.7.Code: A Closer Look at JavaScript Fundamentals -- A1.8.Code: Turning Our Avatar -- A1.9.Code: What's All That Other Code? -- A1.10.Code: Collisions -- A1.11.Code: Fruit Hunt -- A1.12.Code: Working with Lights and Materials -- A1.13.Code: Build Your Own Solar System -- A1.14.Code: Phases of the Moon -- A1.15.Code: The Purple Fruit Monster Game -- A1.16.Code: Tilt-a-Board -- A1.17.Code: Learning about JavaScript Objects -- A1.18.Code: Cave Puzzle -- A1.19.Code: Multilevel Game -- A1.20.Code: River Rafting -- A2.1.Three.js -- A2.2.Physi.js -- A2.3.Tween.js -- A2.4.Scoreboard.js -- A2.5.Soundsjs.
Subject: JavaScript (Computer program language)
Computer games > Programming.
Computer programming.
Children > Computer network resources.

Available copies

  • 1 of 1 copy available at Evergreen Indiana.

Holds

  • 0 current holds with 1 total copy.
Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Tyson Library - Versailles J 794.8 STR (Text) 31070500426628 Juvenile Non-Fiction Available -

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010 . ‡a 2014430316
020 . ‡a9781937785444 (pbk)
020 . ‡a1937785440 (pbk)
042 . ‡apcc
040 . ‡aDLC ‡erda ‡cDLC ‡dMvI
1001 . ‡aStrom, Chris. ‡0(EG-IN)598774
24510. ‡a3D game programming for kids : ‡bcreate interactive worlds with JavaScript / ‡cChris Strom ; edited by Fahmida Y. Rashid.
264 1. ‡aDallas, TX : ‡bThe Pragmatic Bookshelf, ‡c[2013]
264 4. ‡c©2013
300 . ‡axvi, 287 pages : ‡billustrations ; ‡c24 cm
336 . ‡atext ‡2rdacontent
337 . ‡aunmediated ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
500 . ‡aIncludes index.
504 . ‡aIncludes bibliographical references and index.
5050 . ‡aMachine generated contents note: 1.1.Programming with the ICE Code Editor -- 1.2.Making Shapes with JavaScript -- 1.3.Animating the Shapes -- 1.4.The Code So Far -- 1.5.What's Next -- 2.1.Getting Started -- 2.2.Opening and Closing the JavaScript Console -- 2.3.Debugging in ICE: The Red X -- 2.4.Debugging in ICE: The Yellow Mangle -- 2.5.Debugging in the Console -- 2.6.Recovering When ICE Is Broken -- 2.7.What's Next -- 3.1.Getting Started -- 3.2.Making a Whole from Parts -- 3.3.Breaking It Down -- 3.4.Adding Feet for Walking -- 3.5.Challenge: Make the Avatar Your Own -- 3.6.Doing Cartwheels -- 3.7.The Code So Far -- 3.8.What's Next -- 4.1.Getting Started -- 4.2.Building Interactive Systems with Keyboard Events -- 4.3.Converting Keyboard Events into Avatar Movement -- 4.4.Challenge: Start/Stop Animation -- 4.5.Building a Forest with Functions -- 4.6.Moving the Camera with the Avatar -- 4.7.The Code So Far -- 4.8.What's Next -- 5.1.Getting Started --
5050 . ‡aContents note continued: 5.2.Understanding Simple Functions -- 5.3.When Things Go Wrong -- 5.4.Weird Tricks with Functions -- 5.5.The Code So Far -- 5.6.What's Next -- 6.1.Getting Started -- 6.2.Moving a Hand -- 6.3.Swinging Hands and Feet Together -- 6.4.Walking When Moving -- 6.5.The Code So Far -- 6.6.What's Next -- 7.1.Getting Started -- 7.2.Describing a Thing in JavaScript -- 7.3.Changing Things -- 7.4.Repeating and Skipping Code with while and if -- 7.5.Listing Things -- 7.6.What Makes JavaScript Different -- 7.7.What's Next -- 8.1.Getting Started -- 8.2.Facing the Proper Direction -- 8.3.Breaking It Down -- 8.4.Animating the Spin -- 8.5.The Code So Far -- 8.6.What's Next -- 9.1.Getting, Started -- 9.2.A Quick Introduction to HTML -- 9.3.Setting the Scene -- 9.4.Using Cameras to Capture the Scene -- 9.5.Using a Renderer to Project What the Camera Sees -- 9.6.Exploring Different Cameras and Renderers -- 9.7.What's Next -- 10.1.Getting Started --
5050 . ‡aContents note continued: 10.2.Rays and Intersections -- 10.3.The Code So Far -- 10.4.What's Next -- 11.1.Getting Started -- 11.2.Starting a Scoreboard at Zero -- 11.3.Giving Trees a Little Wiggle -- 11.4.Jumping for Points -- 11.5.Making Our Games Even Better -- 11.6.The Code So Far -- 11.7.What's Next -- 12.1.Getting Started -- 12.2.Changing Color -- 12.3.Realism: Shininess -- 12.4.Shadows -- 12.5.Let's Animate! -- 12.6.The Code So Far -- 12.7.What's Next -- 13.1.Getting Started -- 13.2.The Sun, Earth, and Mars -- 13.3.Earth-Cam! -- 13.4.The Code So Far -- 13.5.What's Next -- 14.1.Getting Started -- 14.2.Change Mars into the Moon -- 14.3.The Coolest Trick: Frame of Reference -- 14.4.Challenge: Create an Earth Orbit Frame of Reference -- 14.5.Pausing the Simulation -- 14.6.Understanding the Phases -- 14.7.The Code So Far -- 14.8.What's Next -- 15.1.Getting Started -- 15.2.Let's Make Physics! -- 15.3.Outline the Game -- 15.4.The Code So Far -- 15.5.What's Next --
5050 . ‡aContents note continued: 16.1.Getting Started -- 16.2.Gravity and Other Setup -- 16.3.Outline the Game -- 16.4.The Code So Far -- 16.5.What's Next -- 17.1.Getting Started -- 17.2.Simple Objects -- 17.3.Copying Objects -- 17.4.Constructing New Objects -- 17.5.The Code So Far -- 17.6.What's Next -- 18.1.Getting Started -- 18.2.Setting the Game's Boundaries -- 18.3.Building a Random, Unreachable Goal -- 18.4.Building Draggable Ramps -- 18.5.Winning the Game -- 18.6.The Code So Far -- 18.7.What's Next -- 19.1.Getting Started -- 19.2.Building Levels -- 19.3.Adding Finishing Touches to the Game -- 19.4.The Code So Far -- 19.5.What's Next -- 20.1.Getting Started -- 20.2.Organizing Code -- 20.3.Warping Shapes to Make Unique Things -- 20.4.Build a Raft for Racing -- 20.5.Setting the Finish Line -- 20.6.The Code So Far -- 20.7.What's Next -- 21.1.The Mighty, Mighty Browser -- 21.2.Free Websites -- 21.3.Putting Your Code on Another Site -- 21.4.What's Next --
5050 . ‡aContents note continued: A1.1.Code: Creating Simple Shapes -- A1.2.Code: Playing with the Console and Finding What's Broken -- A1.3.Code: Making an Avatar -- A1.4.Code: Moving Avatars -- A1.5.Code: Functions: Use and Use Again -- A1.6.Code: Moving Hands and Feet -- A1.7.Code: A Closer Look at JavaScript Fundamentals -- A1.8.Code: Turning Our Avatar -- A1.9.Code: What's All That Other Code? -- A1.10.Code: Collisions -- A1.11.Code: Fruit Hunt -- A1.12.Code: Working with Lights and Materials -- A1.13.Code: Build Your Own Solar System -- A1.14.Code: Phases of the Moon -- A1.15.Code: The Purple Fruit Monster Game -- A1.16.Code: Tilt-a-Board -- A1.17.Code: Learning about JavaScript Objects -- A1.18.Code: Cave Puzzle -- A1.19.Code: Multilevel Game -- A1.20.Code: River Rafting -- A2.1.Three.js -- A2.2.Physi.js -- A2.3.Tween.js -- A2.4.Scoreboard.js -- A2.5.Soundsjs.
520 . ‡aYou know what's even better than playing games? Creating your own. Even if you're an absolute beginner, this book will teach you how to make your own online games with interactive examples. You'll learn programming using nothing more than a browser, and see cool, 3D results as you type. You'll learn real-world programming skills in a real programming language: JavaScript, the language of the web. You'll be amazed at what you can do as you build interactive worlds and fun games. You'll jump right in and write games and simulations while learning programming fundamentals. You'll use the ICE Code Editor, which was created especially for this book to make it easy for you to get started with JavaScript programming. With the ICE Editor, you'll see the results of your work right away. Want a red donut? You can make hundreds of them, spinning around like crazy right next to the code you just typed. You'll do hands-on coding in every chapter. You'll start by building simple animated shapes, then make your own player--who can do cartwheels! You'll learn how to build your own games from start to finish, including a monster eating fruit, a cave puzzle, and rafting on a river. You'll animate simple shapes to create a model of the solar system, and make your own website so that you can show off your games with your friends. If you just want to make games, jump to the lessons focusing on projects. To understand some of the theory better or if you need some help with functions, turn to the chapters that explain the programming concepts. We'll walk you carefully through all the math needed to bring games to life. Best of all, you get to create awesome games and say, "I made this!"
650 0. ‡aJavaScript (Computer program language) ‡0(EG-IN)965824
650 0. ‡aComputer games ‡xProgramming. ‡0(EG-IN)956709
650 0. ‡aComputer programming. ‡0(EG-IN)616060
650 0. ‡aChildren ‡xComputer network resources.
901 . ‡a18344233 ‡bSystem Local ‡c20807292 ‡tbiblio

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