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Foundation Actionscript 3.0 Animation: Making Things Move! (c) by rn friends of ED rnrn The type of the release is: eBookrn In the PDF format with ISBN: 1590597915 and Pub Date: April 02, 2007rn The size of the release is: 01 disks x 2.88mbrn And released on: 05/26/2007rnrn In this book, you\'ll learnrn - All the ActionScript 3.0 (including math and trigonometry functions) rn and Flash rendering techniques you\'ll need to start animating with code rn - Basic motion principles such as velocity, acceleration, friction, rn easing, and bouncing rn - How to handle user interaction via the keyboard and mousern - Advanced motion techniques such as springs, coordinate rotation, rn conservation of momentum, and forward and inverse kinematics rn - All the basic 3D concepts you need to do 3D in Flash, from simple rn perspective to full 3D solids complete with backface culling and dynamic rn lighting Flash has long been one of the most approachable, user-friendly rn tools for creating web-based animations, games, and applications. This rn has contributed to making it one of the most widely used programs for rn creating interactive web content. With each new version of Flash, rn ActionScript, its built-in scripting language, has become more powerful rn and a little more complex, too. ActionScript, now at version 3.0, has rn significantly matured as a programming language, bringing power and rn speed only previously dreamed about to Flash-based animation, going far rn beyond traditionally used keyframes and tweens. The material inside this rn book covers everything you need to know to harness the power of rn ActionScript 3.0. First, all the basics of script-based animation and rn setting up an ActionScript 3.0 project are covered. An introduction to rn object-oriented programming follows, with the new syntax, events, and rn rendering techniques of ActionScript 3.0 explained, giving you the rn confidence to use the language, whether starting from scratch or moving rn up from ActionScript 2.0. The book goes on to provide information on all rn the relevant trigonometry you will need, before moving on to physics rn concepts such as acceleration, velocity, easing, springs, collision rn detection, conservation of momentum, 3D, and forward and inverse rn kinematics. In no time at all you\'ll both understand the concepts of rn scripted animation and have the ability to create all manner of exciting rn animations and games. rnrn http://www.amazon.com/exec/obidos/tg/detail/-/1590597915/