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 an anthology of topics that follow from the author's earlier book, Foundation ActionScript 3.0 Animation: Making Things Move, and things that became possible in version 10 of Flash Player. 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 forinput, 3D, and much, much more. AdvancED ActionScript 3.0 Animation 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.
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
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这本专注于动画制作的书籍,从头到尾都散发着一种严谨且深入的技术气息。我一翻开它,立刻就被那种扑面而来的专业感所吸引。作者显然对动画的底层逻辑有着非常透彻的理解,书中对于时间轴的控制、帧与帧之间的平滑过渡处理,都有着旁人难以企及的精细描述。它不像市面上那些浅尝辄止的教程,只教你几个现成的效果,而是真正地将“为什么会这样运动”的原理扒开揉碎了给我们看。我特别欣赏其中关于物理模拟的部分,那种将复杂的数学公式转化为直观的视觉效果的方法,简直是一次思维上的洗礼。读完这部分,我感觉自己对角色的动作设计和环境的动态表现都有了全新的认识,不再是简单地堆砌动画片段,而是真正开始思考如何让“运动”本身富有生命力。书中对性能优化和内存管理的讨论也极其到位,这对于开发大型交互式应用的用户来说,简直是雪中送炭。总而言之,这是一本需要沉下心来啃读的硬核之作,适合那些不满足于表面功夫,渴望掌握核心技术的用户。
评分初次接触这本书时,我本以为它会是那种充斥着大量晦涩难懂代码片段的“技术手册”,但实际阅读体验却大大出乎我的意料。作者的叙事风格非常具有画面感和引导性,仿佛一位经验丰富的导师,耐心地拉着你的手,一步步走过复杂的概念迷宫。书中对于“叙事性动画”的探讨,更是让我眼前一亮。它没有将动画仅仅视为技术展示的工具,而是将其提升到了艺术表达的高度。例如,书中详尽分析了如何通过非线性的动画流程来营造悬念,或是如何利用特定缓动曲线来烘托人物的情绪变化,这些内容对于从事创意设计工作的人来说,价值无法估量。我在实践中尝试应用了书中提到的一种“情绪驱动的时间重映射”技巧,结果发现最终呈现出来的效果,比我过去摸索出来的要自然和富有感染力得多。这本书的排版和图示设计也相当出色,复杂的流程图清晰明了,阅读起来一点都不觉得吃力,极大地降低了学习曲线的陡峭程度。
评分坦白说,我购买这本书的时候,是带着一丝怀疑的,因为市面上关于软件操作的书籍往往更新速度跟不上软件迭代的速度。然而,这本书给我的感觉是“永恒的原理”的集合。它似乎跳脱出了特定软件版本的限制,深入探讨了动画设计中那些跨平台、跨时代的底层逻辑和设计哲学。其中关于用户体验(UX)与动画反馈的结合部分,对我启发极大。作者非常强调,一个好的动画不仅仅是“看起来美观”,更重要的是它如何有效地引导用户、确认操作、并提供恰当的反馈。书中列举了大量现实生活中的界面案例,细致剖析了哪些动画设计是成功的,哪些则适得其反,这种批判性的分析角度让我受益匪浅。它教会我的不是“怎么做”,而是“为什么这么做”。这种从宏观视角审视微观技术的训练,是任何快速教程都无法提供的深度。这本书更像是一本理论基石,打牢了,未来学习任何新的动画技术都会事半功倍。
评分从一名资深开发者的角度来看,这本书的价值在于其对“性能优化”的执着和细致。在许多动画教程中,性能问题往往是被一笔带过,或者只是简单地建议“减少对象数量”。然而,这本书却花费了大量的篇幅,系统地阐述了如何在资源受限的环境下,实现复杂、流畅的视觉效果。它深入讲解了如何利用底层硬件特性进行加速,如何设计高效的渲染管线,以及如何避免常见的性能陷阱,比如不必要的重绘和过度的计算。书中关于“缓存策略”和“异步加载”对动画流畅性的影响分析,让我重新审视了我们项目中的一个老旧模块,并成功地通过应用书中的方法,将加载时间和运行时的卡顿率降低了接近百分之四十。这本书不仅仅是关于如何“做出动画”,更是关于如何“做出高效、可维护的专业级动画系统”,这对于任何严肃的项目开发人员来说,都是一份无价的参考资料。
评分我是一个偏爱“动手实践”的学习者,所以我通常对理论书籍不太感冒,但这本作品成功地改变了我的看法。这本书的结构设计非常巧妙,它没有一开始就抛出大段的理论,而是通过一系列精心设计的“挑战项目”来驱动学习。每一个章节的结尾都附带有需要动手解决的实际问题,这些问题往往需要你综合运用前面学到的多个知识点才能攻克。我记得有一个关于“粒子群行为模拟”的练习,起初我觉得异常复杂,但在跟随书中的引导,逐步拆解为向量计算、碰撞检测和群体协调后,我发现自己真的掌握了那种创造复杂系统的能力。这种“边学边做,做中学”的模式,极大地提高了我的学习效率和成就感。而且,书中提供的所有示例代码都结构清晰,注释详尽,非常方便对照和调试,这对于快速理解作者的意图至关重要。
评分超级想看啊 peters的make things move高级版
评分仅看了第一章与第二章,第一章的高级碰撞检测尤为深刻
评分超级想看啊 peters的make things move高级版
评分来吧,里面有高级碰撞检测、 寻路算法。 当然了,里面还有各种蛋疼的算法,各种无比纠结的数学公式。。。。
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