---
product_id: 10574313
title: "Core HTML5 Canvas: Graphics, Animation, and Game Development"
price: "₱2882"
currency: PHP
in_stock: true
reviews_count: 12
url: https://www.desertcart.ph/products/10574313-core-html5-canvas-graphics-animation-and-game-development
store_origin: PH
region: Philippines
---

# Core HTML5 Canvas: Graphics, Animation, and Game Development

**Price:** ₱2882
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Core HTML5 Canvas: Graphics, Animation, and Game Development
- **How much does it cost?** ₱2882 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.ph](https://www.desertcart.ph/products/10574313-core-html5-canvas-graphics-animation-and-game-development)

## Best For

- Customers looking for quality international products

## Why This Product

- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Description

Core HTML5 Canvas: Graphics, Animation, and Game Development [Geary, David] on desertcart.com. *FREE* shipping on qualifying offers. Core HTML5 Canvas: Graphics, Animation, and Game Development

Review: Must have for animators and game programmers - There has been so much hype about HTML 5, only for many of us to... yawn. Not so with Canvas! When Microsoft polled their developer community about 5, it seems the cat was let out of the bag: Canvas is the big hit. Geary does an astonishing job of THOROUGHLY covering all the animation and game aspects of Canvas from every angle, even if "development" is stretching it a bit. This truly is a "missing manual" type book that flows ideally whether you're using it as a reference or to learn Canvas. I'm amazed that, with Canvas relatively little known yet, David NAILS every key topic an animator/ game programmer would want covered. The 11 chapters include Essentials, Drawing, Text, Images and Video, Animation, Sprites, Physics, Collision Detection, Game Development, Custom Controls, and Mobile apps. Because HTML is, well, HTML, the author spends a lot of time and detail on Java, CSS and other web topics as he rightfully should. The code examples in the book, with their FULL counterparts on the website (p. 313 gives the site, won't try it here, desertcart doesn't like that, and I don't blame them -- buy the book!). So what if you're writing in Unity's engine, XNA/ Studio, Flash (/ActionScript), Java, etc? You'll still love this book, because as you apply any of your work to the web and/or mobile devices using web connections, you'll need to see the new Canvas methods for incorporating your work, even if you're only using .gif files or a series of .png stills in a Photoshop, Maya or Flash animation. Would I program an entire game in Canvas, and really use it for "development?" Probably not with engines like C4 and Unity around, or Visual Studio with C# and XNA. For mobile, Java is king in Android and even the Objective C in IOS now has abundant engines to help jump start your code, fill in shaders (which have now all but taken the place of the rendering pipeline given direct GPU access), etc. BUT-- Canvas is a must know whether the web/mobile is your final destination, or even if you're just using the web to promote your Indie work. While I'm on the topic, check out desertcart's new "desertcart Studio" offering-- they are now soliciting Indie type games, animations, shorts, etc. and offering some great opportunities and cash if you're selected. Shameless plug? No... just want your game or animations to be seen beyond YouTube! All in all, an amazingly written and illustrated work with a LOT of code (almost an entire library). Well worth the price even if you just use it as a reference rather than trying to learn all of Canvas. If you're a serious web gaming programmer-- a 5 star must, written the way I wish many more books like this were written. Prentice Hall are no slugs-- they obviously wanted this to be a winner-- and it is. Technical example (non programmers can ignore this): As you know, game programming is basically drawing and updating, and in fact XNA gets you started with that loop in place in C# when you load VS. Well, enter browsers, and the loop/draw won't work-- it becomes a timeout loop as in the old "do loop" days, due to the browser's interpretation of the methods. David (p. 340) gives the workarounds for this, with all three browser's examples of what will and won't work, and cautions about Firefox bugs. This you need to know if you want your game to run on multi platform browsers. If you're just thinking Windows, Mac, a console, a phone, etc. you might forget that browsers come with their own unique problems like the above, especially in their timeout logic. David explains how this limits your FPS choices, and how to get around those issues with Canvas for any browser. Just a taste of how thorough he is-- and yes, the code is given for the workarounds in every case, whether they are HTML, Java, or the browser's own calls and methods!
Review: A great study guide and reference - With the implementation of the new standards for HTML and CSS there is a lot to learn. This book covers the HTML part in great detail with lots of good examples. Even though it is a technical book it is written in an easy to read format which makes sticking to the learning part easier and more interesting. I started back when Gopher was the primary method of searching for documents on what was to become known as the internet. I have learned to keep a couple of good detailed books for looking up the tags that I don't use on a regular basis. I do mostly pages of my grand kids, but to keep up with them I have to stay up to date on the new semantic rules.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Best Sellers Rank | #526,461 in Books ( See Top 100 in Books ) #196 in Game Programming #398 in Computer Programming Languages #1,167 in Programming Languages (Books) |
| Customer Reviews | 4.3 4.3 out of 5 stars (89) |
| Dimensions  | 7 x 1 x 9 inches |
| Edition  | 1st |
| ISBN-10  | 0132761610 |
| ISBN-13  | 978-0132761611 |
| Item Weight  | 2.1 pounds |
| Language  | English |
| Part of series  | Core |
| Print length  | 723 pages |
| Publication date  | January 1, 2012 |
| Publisher  | Pearson P T R |

## Images

![Core HTML5 Canvas: Graphics, Animation, and Game Development - Image 1](https://m.media-amazon.com/images/I/31EYXeG6OrL.jpg)
![Core HTML5 Canvas: Graphics, Animation, and Game Development - Image 2](https://m.media-amazon.com/images/I/41bd-6-pV4L.jpg)
![Core HTML5 Canvas: Graphics, Animation, and Game Development - Image 3](https://m.media-amazon.com/images/I/51-YkdQWc5L.jpg)
![Core HTML5 Canvas: Graphics, Animation, and Game Development - Image 4](https://m.media-amazon.com/images/I/91gZbEaaJoL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ Must have for animators and game programmers
*by P***Z on June 19, 2012*

There has been so much hype about HTML 5, only for many of us to... yawn. Not so with Canvas! When Microsoft polled their developer community about 5, it seems the cat was let out of the bag: Canvas is the big hit. Geary does an astonishing job of THOROUGHLY covering all the animation and game aspects of Canvas from every angle, even if "development" is stretching it a bit. This truly is a "missing manual" type book that flows ideally whether you're using it as a reference or to learn Canvas. I'm amazed that, with Canvas relatively little known yet, David NAILS every key topic an animator/ game programmer would want covered. The 11 chapters include Essentials, Drawing, Text, Images and Video, Animation, Sprites, Physics, Collision Detection, Game Development, Custom Controls, and Mobile apps. Because HTML is, well, HTML, the author spends a lot of time and detail on Java, CSS and other web topics as he rightfully should. The code examples in the book, with their FULL counterparts on the website (p. 313 gives the site, won't try it here, Amazon doesn't like that, and I don't blame them -- buy the book!). So what if you're writing in Unity's engine, XNA/ Studio, Flash (/ActionScript), Java, etc? You'll still love this book, because as you apply any of your work to the web and/or mobile devices using web connections, you'll need to see the new Canvas methods for incorporating your work, even if you're only using .gif files or a series of .png stills in a Photoshop, Maya or Flash animation. Would I program an entire game in Canvas, and really use it for "development?" Probably not with engines like C4 and Unity around, or Visual Studio with C# and XNA. For mobile, Java is king in Android and even the Objective C in IOS now has abundant engines to help jump start your code, fill in shaders (which have now all but taken the place of the rendering pipeline given direct GPU access), etc. BUT-- Canvas is a must know whether the web/mobile is your final destination, or even if you're just using the web to promote your Indie work. While I'm on the topic, check out Amazon's new "Amazon Studio" offering-- they are now soliciting Indie type games, animations, shorts, etc. and offering some great opportunities and cash if you're selected. Shameless plug? No... just want your game or animations to be seen beyond YouTube! All in all, an amazingly written and illustrated work with a LOT of code (almost an entire library). Well worth the price even if you just use it as a reference rather than trying to learn all of Canvas. If you're a serious web gaming programmer-- a 5 star must, written the way I wish many more books like this were written. Prentice Hall are no slugs-- they obviously wanted this to be a winner-- and it is. Technical example (non programmers can ignore this): As you know, game programming is basically drawing and updating, and in fact XNA gets you started with that loop in place in C# when you load VS. Well, enter browsers, and the loop/draw won't work-- it becomes a timeout loop as in the old "do loop" days, due to the browser's interpretation of the methods. David (p. 340) gives the workarounds for this, with all three browser's examples of what will and won't work, and cautions about Firefox bugs. This you need to know if you want your game to run on multi platform browsers. If you're just thinking Windows, Mac, a console, a phone, etc. you might forget that browsers come with their own unique problems like the above, especially in their timeout logic. David explains how this limits your FPS choices, and how to get around those issues with Canvas for any browser. Just a taste of how thorough he is-- and yes, the code is given for the workarounds in every case, whether they are HTML, Java, or the browser's own calls and methods!

### ⭐⭐⭐⭐⭐ A great study guide and reference
*by R***O on February 13, 2013*

With the implementation of the new standards for HTML and CSS there is a lot to learn. This book covers the HTML part in great detail with lots of good examples. Even though it is a technical book it is written in an easy to read format which makes sticking to the learning part easier and more interesting. I started back when Gopher was the primary method of searching for documents on what was to become known as the internet. I have learned to keep a couple of good detailed books for looking up the tags that I don't use on a regular basis. I do mostly pages of my grand kids, but to keep up with them I have to stay up to date on the new semantic rules.

### ⭐⭐⭐⭐⭐ Come here to learn HTML5 Canvas. Superior to other texts I've seen so far.
*by B***7 on January 27, 2015*

I just wrote a 1 star for a very very weak book on HTML5 in general. THIS is a book on the subject done correctly. One can learn from this book by reading, working the exercises, etc. It's clear, professionally laid out like an actual text book. Code is in a readable type IN COLOR that ACCURATELY REPRESENTS SEMANTICS! HTML5, clearly superior to previous versions, is the new standard for web development. This book shows why, focuses on one of the more complex new tags, <canvas> </canvas> in clear, well-written detail. One can actually learn how to use the new 'programmable div' here. I recommend this highly, and in paper, where one can highlight properly and make handwritten comments at a more useful level than on a tablet, IMHO. This one, unlike so many others, is worth the shelf space. Congrats, Mr. Geary. Job very well done!

---

## Why Shop on Desertcart?

- 🛒 **Trusted by 1.3+ Million Shoppers** — Serving international shoppers since 2016
- 🌍 **Shop Globally** — Access 737+ million products across 21 categories
- 💰 **No Hidden Fees** — All customs, duties, and taxes included in the price
- 🔄 **15-Day Free Returns** — Hassle-free returns (30 days for PRO members)
- 🔒 **Secure Payments** — Trusted payment options with buyer protection
- ⭐ **TrustPilot Rated 4.5/5** — Based on 8,000+ happy customer reviews

**Shop now:** [https://www.desertcart.ph/products/10574313-core-html5-canvas-graphics-animation-and-game-development](https://www.desertcart.ph/products/10574313-core-html5-canvas-graphics-animation-and-game-development)

---

*Product available on Desertcart Philippines*
*Store origin: PH*
*Last updated: 2026-05-16*