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Interphase 2 announced


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(This is cross posted from the Phaser site)

 

Interphase 2 contents announced and ready for pre-order

 

When we wrote Interphase 1 we honestly had no idea that it would be so well received. The mixture of 'magazine' style content and deep-dives into the core of Phaser seemed to really hit a note. Reader feedback was so encouraging that we're pleased to announce Interphase 2.
 
Book 2 continues to build upon the same format and structure of the first, with fresh brand new content. We started writing Interphase 2 shortly after releasing the first book, and we can now disclose what it will contain when released on December 11th 2015.
 
Use the discount code 'superatomic' when pre-ordering for 15% off.
 
This discount will only be available while pre-orders are open. We guarantee that no further discounts or 'flash sales' of Interphase 2 will happen at all for the first 6 months after publication.
 
In other words, if you miss this pre-order discount then I'm afraid you missed it.
 
Contents include:
 
A Guide to the Phaser Renderer
 
Phaser uses Pixi for rendering to Canvas and WebGL, and this guide takes a comprehensive deep-look into how this process works. It explains the internals of both the Pixi renderers, describing the function flow, shaders and WebGL fundamentals being used. Topics covered include:
 
  • The Sprite Batch process. How it works and how to avoid accidentally flushing it.
  • How the default shaders work and how to tweak them.
  • How the vertices data array works in WebGL.
  • How to add support for per-vertex color tints.
  • How to add your own custom WebGL blend modes.
  • How the Graphics primitives work and why they're so expensive.
  • How custom filters are applied to Sprites.
  • Why Texture Atlases are so important.
  • How the Canvas Transform list works.
  • How to build your own fully batched WebGL renderer from scratch.
We hope that this guide will prove to be both fascinating and technically useful to you. After working through it you'll certainly have a much deeper understanding of what Pixi does under the hood and how to take advantage of it.
 
Perhaps most crucially by understanding what is going on inside it will help show you how not to kill the rendering performance of your games.
 
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I got the first one since I'm a patrion, but even though I liked the idea, I ended up just skimming it through in about 30 minutes because it seemed to only cover very basic topics. This second one however seems spot on for me, not just because it's a more difficult topic, but because I love the whole graphics engine thing and performance is my most important aspect of any engine. While I am somewhat familiar with OpenGL I think I can spend many many hours reading this next one :)

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This second one however seems spot on for me, not just because it's a more difficult topic, but because I love the whole graphics engine thing and performance is my most important aspect of any engine. While I am somewhat familiar with OpenGL I think I can spend many many hours reading this next one :)

 

Same here, I was really pleased to see that issue 2 will be covering such interesting topics! Looking forward to it.

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$20+ patrons, yes. $5 and $10 will get 25% and 50% off respectively.

 

It's not mentioned on the Patreon's page... I think that's a shame because it's a big pro of becoming a patron (I mean, being a patron is no longer doing "donations" but buying concrete services).

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  • rich unpinned this topic
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