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Titlebook: AdvancED ActionScript 3.0 Animation; Keith Peters Book 2009 Keith Peters 2009 3D.ActionScript.ActionScript 3.Adobe.Adobe Flash.Animation.F

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发表于 2025-3-21 18:20:42 | 显示全部楼层 |阅读模式
期刊全称AdvancED ActionScript 3.0 Animation
影响因子2023Keith Peters
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发行地址Follow up to Foundation ActionScript 3.0 Animation.Covers more advanced animation techniques alongside new features of the latest Flash Player 10.Written by renowned Flash author Keith Peters
图书封面Titlebook: AdvancED ActionScript 3.0 Animation;  Keith Peters Book 2009 Keith Peters 2009 3D.ActionScript.ActionScript 3.Adobe.Adobe Flash.Animation.F
影响因子.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 for input, 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 subjec
Pindex Book 2009
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发表于 2025-3-21 22:23:55 | 显示全部楼层
Incorporating Time Intelligence three-dimensional space, giving you the illusion of depth without a lot of the costly perspective calculations you have to do in “real 3D.” In the early days, most video games were top-down or side-scrolling. Zaxxon (see Figure 3-1) and Qbert (see Figure 3-2) were the first commercial isometric games.
发表于 2025-3-22 02:35:43 | 显示全部楼层
Incorporating Time Intelligence been extensively researched by game developers, and none of what I’ll present here is new material, but it should cover the basics of the subject and give some decent implementations of the standard solutions in ActionScript 3.0.
发表于 2025-3-22 06:16:16 | 显示全部楼层
发表于 2025-3-22 11:52:24 | 显示全部楼层
https://doi.org/10.1007/978-1-4842-2577-6 Shortly after each version is released, the rumors, speculations, and wish lists for what will be in the next version begin. Routinely, one of the longed-for features is native 3D. And just as routinely, hopes are dashed when it doesn’t appear. Until Flash 10.
发表于 2025-3-22 16:28:27 | 显示全部楼层
https://doi.org/10.1007/978-1-4842-2577-6exibility. This type of easing consists of having an object and a target location for that object to move to. On each frame you calculate the distance between the object and the target and move it one-half (or some other fraction) of that distance. The object moves smoothly into place, slowing down as it arrives at the target.
发表于 2025-3-22 20:46:37 | 显示全部楼层
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发表于 2025-3-23 05:07:37 | 显示全部楼层
https://doi.org/10.1007/978-1-4842-2577-6Collision detection is the math, art, science, or general guesswork used to determine whether some object has hit another object. This sounds pretty simple, but when you are dealing with objects that exist only in a computer’s memory and are represented by a collection of various properties, some complexities can arrive.
发表于 2025-3-23 09:17:17 | 显示全部楼层
https://doi.org/10.1007/978-1-4842-2577-6If you’ve ever taken any kind of introductory computer science course, it’s a sure bet that you ran across a diagram on your first day or in the first chapter of your text that was some variation of the one shown in Figure 5-1.
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