Amazon.com Customer Reviews
Just what I was looking for... - Review written on July 12, 2007
Rating: 5 out of 5
3 customers found this review helpful.
I started learning Flash 8 about 6 months ago, hoping to make some physics simulation programs and games. I started out by buying Foundation Actionscript for Flash 8 and was quite disappointed to find that the subject of math was avoided at all costs. After reading 100 pages or so, I finally decided I'd just buy this book and hope I had learned enough to get me by. Now I regret not buying this in the first place.
Peters starts with the very basics of physics and takes you step by step on how to translate it into Actionscript. As it goes, it explains what the code means and how it works, making it possible to actually learn a lot about Actionscript in general. Although he explains how the physics works, he makes an effort to keep it at reasonable level and I never found myself the slightest bit bored or confused. This book teaches by example, which is the easiest way for me to learn. Nearly every major and minor topic mentioned has its own example with code in the book (which can also be downloaded off the website).
As can be seen from the table of contents, he gets into some relatively complicated topics and even in these, he does a great job of explaining how it works and how to keep your code efficient, making sure to mention any shortcuts that can make things easier.
So to sum things up
-this book is great at teaching you how to program realistic physics-based motion
-it's amazing at explaining what each bit of code does and how it works to the extent that it can be used as a beginning guide to Actionscript in general.
A Moving Thing, Really - Review written on April 19, 2007
Rating: 5 out of 5
1 customer found this review helpful.
This is my favorite Flash book! Every time I open it I learn something new and get to the root of what I'm trying to do: make things move with code. The programming concepts are explained perfectly in chunks that keep you moving along, while still explaining each step. Each bit of code, usually no mopre than a function, could be expanded and used in a class context.
Without getting to deely all the gorey physics and maths this book still allows you to harness the power of the complex to create life-like animations. It explains the principles of control for the developer/animator. Concepts such as gravity, collision detection, matrices, and even some 3D are explained in a practical accessible way that allows the reader to apply them right away. Each concept is illustrated with an animation or aspect of control.
The tone of the book is refreshingly down to earth. No silly comments or attempts at humour. Plain-spoken experienced voice sharing useful ways to work with ActionScript. Just good writing and a veritable treasure trove of knowledge and information - phew! Like an ice-cold beverage on a hot day! (I am not one of those plain-spoken knowledgeable types, you see.)
The flowcharts and diagrams are well-designed and effective. And combine with the explanations of code to make a truly effective book. Big bang for your buck. I also found the summaries at the end of each chapter well-written.
If you want to control your animation with code, get this book. Read this book. Use this book.
Physics Made Easy For Artists - Review written on September 18, 2006
Rating: 5 out of 5
2 customers found this review helpful.
This is the best computer graphics book I've ever read! It gives you just the amount of information you need to start making things move right away. Not too much theory, but enough for it to make sense. It cuts to the chase, gives you the bottom line, and each chapter even has a list of formulas at the end for easy reference.
All of the formulas are developed in easy to digest chunks, with a piece of sample code for each step. So you decide how much detail you want to go into, just the basics or simulating 3D rendering. I would have liked to have seen a little bit more on that, but perhaps that's another book.
The theory and formuals in this book are not just for Flash but can be used in any system that has a scripting language. It does clarify some issues that are particular to Flash, and those issues are definately worthwhile understanding, but this book can also be used as a general reference book for computer graphics formulas for animation. If you have any interest in procedural animation, this is a must buy.
A Diamond Sparkling in the Sand - Review written on March 14, 2006
Rating: 5 out of 5
3 customers found this review helpful.
This book has been my constant companion ever since I got it. The power that comes with the knowledge passed thru these pages is a gift with boundless potential and the true beauty is that any flash user of any level can pick up this book and learn something from it. That means novice to advanced level flash users will benefit from reading this book.
Keith Peters shows he has respect for the learning process and wants you to learn rather than just copy & paste. He gears his book toward making a sincere effort to help you understand what you are doing, consequently you are learning the concept and reasoning behind the actionscript. I thought he did a good job explaining the syntax used. Novice users should know these are extremely complex concepts presented here starting at beginner level working all the way up to advanced so hang on and hang in.
My only complaint is
{Written in true programmer stlyle}
you won't find much humor or philosophy injected into this one, the narrative is very straight, one can only take just the facts page after page for so long,
"However if you are addicted to trig can't get enough, you can skip to chap 14"
ahh more humor like that, please.
Be that as it may, as you read the book and work the code, its the animatons and the magic created by actionscript that keeps you hooked, wanting more.
Basically what we have here is a book gently guiding you into using trigonometry and physics in your actionscript to control animation AKA: Math based Flash.
If this is not your cup of tea then sit back and watch while the readers of this book create
as no doubt the some of the most fascinating things you will ever see on screen will have been created by those who have read this book.
I'm giving it 5 stars for breadth of coverage, depth of content.
In depth, clearly written introduction to a specific area of ActionScript programming - Review written on February 08, 2006
Rating: 5 out of 5
6 customers found this review helpful.
Summary
Although the book has a few shortcomings (at least in my opinion) which will require the reader to have a solid grounding in ActionScript 2.0 syntax in order to make the best use of it, overall I think it is a very well-written, easy to understand and thorough guide to the subject of ActionScript animation. Considering it comes from a Flash developer who is one of the most well-known for this type of work, I think it is a great book to have if you are interested in learning more about that subject.
What I liked best
This book is well-written in terms of the sequence and clarity of the examples. He starts out explaining the basic principles (mostly trigonometry formulas) which underly the different animation behaviors. For the most part this is done in a clear, easy to understand way, even if you haven't studied math for several years (like me) -- all his examples are of common uses of the formula in ActionScript, and he's quick to point out which formulas you'll use all the time and which ones you'll use less frequently.
I also found the way he ordered the content, and the examples within each section, to be particularly helpful. Most topics build on the previous one, with clear and obvious connections between them.
Room for improvement
No book is perfect, of course, as any author will likely admit. These are the most noteworthy problems I found with this book. But let me say up front that I think the book is well-written enough and in-depth enough that it is worth owning in spite of these specific shortcomings:
- Narrow example domain
I can't complain too much about this one, but the examples both in code and in concepts in the book are almost entirely focused on creating video games in Flash. However, I think it's much more common to use these techniques for other things like user interface effects, something which (as far as I remember) wasn't even mentioned in the book.
- Unnecessary basic concepts
In the introductory portions of the book, Keith faces the typical book-author dilemma of "what should I assume is the prior knowledge of the reader." The book includes a couple of sections introducing basic ActionScript concepts such as functions and event handlers. However, I think those sections are ones he should have just left out completely -- the quick summary treatment isn't enough to really teach those concepts well if somebody doesn't already have experience with them, and it's just annoying filler for the reader who does already know what those things are.
- ActionScript version confusion
One of the stated goals of the way the code is written is that "it will work in ActionScript 2.0, and with few or no changes it will work in ActionScript 1 also." I disagree with this choice; I think at this point (two and a half years after the introduction of AS2, with ActionScript 3 already in the public eye) I don't think there's a very good reason to cater to the ActionScript 1 audience. I think it would have been better to just write the examples in pure AS2, and let people who need the code in AS1 work out the differences, especially since teaching AS1 isn't a stated goal of the book.
simple steps, astounding outcomes - Review written on February 04, 2006
Rating: 5 out of 5
2 customers found this review helpful.
Flash is never funner than when you get to use math to move stuff around.
If only Flash had been around when I was in high school! Fooling around with scripted animations--seeing the results, right here, right now, often with a surprise ending--has made me love math, which would have been unthinkable back then.
Problem is, I don't get to experiment with Flash math continuously, and the truth is, all the unrelated hacks I've used over time tend to get lost.
I had already looked into most of the material in this book--3d, easing, billiard balls--but I bought it because it looked like an accessible reference book.
Well...I spend all weekend reading it. Here are some new things I learned: springing is just easing applied to velocity instead of position, Flash ignores a pixel value below 1/20, 3d matrixes can be slow...
What excited me even more was the way the way all the old hacks come back to me and begin to hang together in a stronger, more flexible knit.
It's hard to describe how effectively the book is structured. If you've followed Keith Peters' web lab, you know he works by iteration, taking one thing, changing it a little, hooking it to another thing. He takes the same modular approach in the book; every step is clear, and builds on the last step in practical, albeit often surprising fashion.
This is a textbook from the future--where students will be introduced to difficult subject by fellow experimenters who get them involved immediately. Dudes like Peters.
My only gripe is with two short sections: one on the law of cosines, and one on 3d lighting. Both are necessary, but involve perplexing math. I think what would have gotten me over the hump in these sectios is more graphs, with more and better annotations on them. (The graphs are weak thoughout.)
An Indispensable Tome - Review written on December 24, 2005
Rating: 5 out of 5
19 customers found this review helpful, 2 did not.
I've been working in Flash and Actionscript since 2001. If I'd had this book when I was starting out it would have saved me countless hours of research and experimentation. Foundation Actionscript Animation is stuffed to the gills with useful programming techniques, yet is also very readable and concise.
Unlike so many authors, Keith Peters is not out to impress us with his cleverness and intellect. His main purpose is to share a wealth of practical knowledge that he's been building up over the years in a practical way. You won't find any cartoons or jokes in this book. Nor will you find digressions and distracting sidebars. Though it covers a number of complex topics in Math and Physics, it does not read like a textbook -- the author strives to explain only what is necessary to get things working.
Sometimes he is downright apologetic when he has to cover a difficult subject. At the start of the chapter on Momentum, he writes "I have reached a point where I just can't ignore mass any longer. Mass is just so tied up in the subject of momentum that I'm just going to have to confront it head on." If anything, this constant apologizing becomes a bit tiresome!
Flash has been an evolving platform over the years, and Actionscript Animation does an admirable job putting everything into a helpful historical perspective, showing how things have changed from Flash 5 to Flash 8. Chapter 2, is such a perfect overview of common techniques for building Flash applications that I have recommended it to some co-workers who are programmers, but who haven't had experience with Flash. The Flash 8 examples are usually in their own section of a chapter, and can be ignored if you're working with an older version.
I recommend this book even to veteran Actionscripters. Though this is not an OOP book, most of the examples are only about a function or two long, so you can easily convert them into methods for your classes. Furthermore, even topics you are comfortable with can worth reading about because Peters may surprise you with a new way to do something. For example, after covering the basics of Trigonometry, he immediately provides a number of useful examples of pulsing and elliptical motion that can be achieved with trig functions, including an interesting example that applies the function to the scale of a movie clip to create a pulsing effect.
The final chapters of the book cover basic 3D animation techniques. While I didn't feel ready to build the next Quake, I was grateful for the author's gentle introduction to a topic that is often presented in a very confusing way. When I was done, felt prepared to tackle a more difficult book on 3D graphics.
Though it's not designed to be a reference book, Foundation Actionscript Animation will certainly find a home near my computer. And next time I'm creating an SWF that involves collision detection, gravity or matrices, this is the first place I'll go for a refresher.
Excellent animation tutorial for the ActionScript enthusiast - Review written on November 29, 2005
Rating: 5 out of 5
26 customers found this review helpful, 1 did not.
Being an old-fashioned programmer, I generally avoid script languages and try to do everything in traditional programming languages with one exception - ActionScript. From my first introduction to the language I've been hooked by its combination of power and simplicity. If you already have an intermediate grasp of ActionScript and want to learn how to make realistic animations using this language, this is the book for you. This book was written for someone familiar with ActionScript to some degree but with little knowledge of math or physics. As a matter of fact, if you are a mathematician or physicist, you probably will not truly appreciate this book due to its accessible style. This book is NOT about controlling tweens and simple animations. Instead, each chapter lays out the rules of physics, trigonometry, matrix algebra, vectors, and 3D mathematics very plainly and clearly while applying it to an animation problem. Part four of the book takes the principles you learned in the first three parts of the book and applies it to 3D animation. Each chapter intersperses code with equations and explanatory diagrams, and then at the end usually summarizes key algorithms in numbered steps. This book has a simply excellent treatment of both forward and inverse kinematics to the point that I would recommend its tutorials to robotics students that are having a hard time finding anything readable on the subject. If you don't think your ActionScript skills are up to the challenge of this book, might I recommend the excellent "Essential ActionScript 2.0" by Moock. If you don't know ActionScript, you will by the time you finish that book.
Scripts and theory for the interaction designer, game programmer, experience and user interface developer - Review written on November 07, 2005
Rating: 5 out of 5
8 customers found this review helpful.
I found this book to be an excellent collection of scripts and theory for the interaction designer, game programmer, experience and user interface developer. The book covers ActionScript basics, OOP and best coding practices, classes, new Flash 8 features, lots of trig, and physics formulas for velocity, acceleration, friction and gravity. I would actually highly recommend this book to any designer who is thinking about picking up ActionScript. The coding practices and sample code will immediately spark your imagination, while setting you on the right track as to how to think about programming and structuring your code. You'll get instant gratification from learning how to build very interactive widgets quickly, while also enhancing your code libraries.
If you are a seasoned ActionScripter but never experimented with particles, collision detection, IK or 3D there are plenty of advanced scripts and theory for you as well. I was happy to see coverage of matrix math and the matrix class, considering their usage in Flash 8
Overall a great compilation of code and theory. It's complete, well written and for Flash 8!