Killer Game Programming in Java

Java Gaming & Graphics Programming

Paperback Engels 2005 1e druk 9780596007300
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Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.

Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find 'Killer Game Programming in Java' invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.

Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.

Specificaties

ISBN13:9780596007300
Taal:Engels
Bindwijze:paperback
Aantal pagina's:969
Uitgever:O'Reilly
Druk:1
Hoofdrubriek:IT-management / ICT

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Inhoudsopgave

Preface

1. Why Java for Games Programming?
Java Is Too Slow for Games Programming
Java Has Memory Leaks
Java Is Too High-level
Java Application Installation Is a Nightmare
Java Isn't Supported on Games Consoles
No One Uses Java to Write Real Games
Sun Microsystems Isn't Interested in Supporting Java Gaming
2. An Animation Framework
Animation as a Threaded Canvas
Adding User Interaction
Converting to Active Rendering
FPS and Sleeping for Varying Times
Sleeping Better
FPS and UPS
Pausing and Resuming
Other Animation Approaches
3. Worms in Windows and Applets
Preliminary Considerations
Class Diagrams for the WormChase Application
The Worm-Chasing Application
The Game Panel
Storing Worm Information
Worm Obstacles
Application Timing Results
WormChase as an Applet
Compilation in J2SE 5.0
4. Full-Screen Worms
An Almost Full-Screen (AFS) Worm
An Undecorated Full-Screen (UFS) Worm
A Full-Screen Exclusive Mode (FSEM) Worm
Timings at 80 to 85 FPS
5. An Introduction to Java Imaging
Image Formats
The AWT Imaging Model
An Overview of Java 2D
Buffering an Image
Managed Images
VolatileImage
Java 2D Speed
Portability and Java 2D
JAI
6. Image Loading, Visual Effects, and Animation
Loading Images
Applying Image Effects
Displaying Image Sequences
Visual Effects for `o' Images
Packaging the Application as a JAR
7. Introducing Java Sound
Applet Playing
The AudioClip Class
The Sound Player
The Java Sound API
Sampled Audio
MIDI
Java Sound API Compared with JMF and JOAL
Java Sound API Resources
Audio Resources
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