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Processing 2: Creative Coding Hotshot

You're reading from   Processing 2: Creative Coding Hotshot Learn Processing with exciting and engaging projects to make your computer talk, see, hear, express emotions, and even design physical objects

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Product type Paperback
Published in May 2013
Publisher Packt
ISBN-13 9781782166726
Length 266 pages
Edition 1st Edition
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Author (1):
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Nikolaus Gradwohl Nikolaus Gradwohl
Author Profile Icon Nikolaus Gradwohl
Nikolaus Gradwohl
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Table of Contents (16) Chapters Close

Processing 2: Creative Coding Hotshot
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Romeo and Juliet FREE CHAPTER 2. The Stick Figure Dance Company 3. The Disco Dance Floor 4. Smilie-O-Mat 5. The Smilie-O-Mat Controller 6. Fly to the Moon 7. The Neon Globe 8. Logfile Geo-visualizer 9. From Virtual to Real Index

Chapter 6. Fly to the Moon

Ever since people got their hands on computers, they have used them for playing games. One of the first games was a simulation game named Lunar Lander, where the player had to land a lunar-landing capsule on the moon. The first version was written in 1969 and was text-based. The first graphical version of this game was written four years later for DEC Terminals. The moon-landing simulation games have been ported to nearly every computer system ever since, which makes it a perfect game for our current mission, since we are going to use the Processing modes to make a game run in the browser using Processing.js and on Android devices.

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