AdvancED ActionScript 3.0 Animation by Keith Peters

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(Paperback)

  • Pub. Date: December 2008
  • 472pp
  • Sales Rank: 341,351
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    Product Details

    • Pub. Date: December 2008
    • Publisher: Apress L. P.
    • Format: Paperback, 472pp
    • Sales Rank: 341,351

    Synopsis

    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 Flash10 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





    1. Advanced Collision Detection


    2. Steering Behaviors


    3. Isometric Projection


    4. Pathfinding


    5. Alternate Input: The Camera and Microphone


    6. Advanced Physics: Numerical Integration


    7. 3D in Flash 10


    8. Flash 10 Drawing API


    9. Pixel Bender


    10. Tween Engines


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    Biography

    Keith lives in the vicinity of Boston, MA, in the USA with his wife Kazumi and their new daughter Kristine. He has been working with Flash since 1999, and has co-authored many books for friends of ED, including Flash MX Studio, Flash MX Most Wanted, and the ground-breaking Flash Math Creativity.

    In 2001 he started the experimental Flash site, BIT-101 (www.bit-101.com), which strives for a new, cutting edge, open source experiment each day. The site recently won an award at the Flashforward 2003 Flash Film Festival in the Experimental category. In addition to the experiments on the site, there are several highly regarded Flash tutorials which have been translated into many languages and are now posted on web sites throughout the world. Keith is currently working full time doing freelance and contract Flash development and various writing projects.

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