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Advanced Java Game Programming / Edition 1

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Overview

Advanced Java Game Programming teaches you how to create desktop and Internet computer games using the latest Java programming language techniques. Whereas other Java game programming books focus on introductory Java material, this book covers game programming for experienced Java developers.

David Wallace Croft, founder of the Game Developers Java Users Group (GameJUG), has assembled an open-source reusable game library—a Swing animation engine that allows developers to use these techniques and put out new games very rapidly.

The open-source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is open source, including the example games. The animation has been scrupulously tested and optimized in the Swing environment, and Croft clearly explains how the code works in great detail. The graphics and audio libraries used in the examples are public domain and may also be used royalty-free for creating new games.

Table of Contents

  1. Development Setup
  2. Deployment Frameworks
  3. Swing Animation
  4. Animation Library
  5. Advanced Graphics
  6. Persistent Data
  7. Game Architecture
  8. A* Algorithm
  9. HTTP Tunneling
  10. HTTP Polling
  11. HTTP Pulling
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Product Details

  • ISBN-13: 9781590591239
  • Publisher: Apress
  • Publication date: 3/30/2004
  • Edition description: 2004
  • Edition number: 1
  • Pages: 584
  • Sales rank: 473,205
  • Product dimensions: 1.21 (w) x 7.50 (h) x 9.25 (d)

Meet the Author

David Wallace Croft is a Java software architect with a professional background in Java game development. He formerly served as the president of the Silicon Valley Java Users Group and is the founder of the Game Developers Java Users Group. Croft earned his bachelor's degree from the United States Air Force Academy in 1990 and his master's degree from the California Institute of Technology in 1995.

After a brief career in neural network chip design, he joined an online Internet multiplayer game startup in 1996 and has been programming in Java exclusively ever since. While writing this book, Croft taught Java 2D game programming within the Institute of Interactive Arts & Engineering program at the University of Texas at Dallas. In 2004, he transitioned from faculty to student and is now pursuing a doctorate in cognition and neuroscience in the School of Behavioral and Brain Sciences at the same university. His contact information is available at www.croftsoft.com.

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Table of Contents

About the author
About the technical reviewer
Acknowledgments
Introduction
Ch. 1 Development setup 1
Ch. 2 Deployment frameworks 35
Ch. 3 Swing animation 87
Ch. 4 Animation library 127
Ch. 5 Advanced graphics 185
Ch. 6 Persistent data 229
Ch. 7 Game architecture 279
Ch. 8 A[superscript *] algorithm 347
Ch. 9 HTTP tunneling 387
Ch. 10 HTTP polling 429
Ch. 11 HTTP pulling 487
App. A: Source code index 535
App. B: Introducing CVS 541
Index 549
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Customer Reviews

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Sort by: Showing all of 3 Customer Reviews
  • Anonymous

    Posted April 22, 2004

    Improves the viability of Java games

    To date, there has been little commercial game development under Java. I won't say none. But if you know anyone in a company writing games, the chances are high that it is in C++. The main problem is that the most lucrative games tend to be twitch games like Doom or Quake. For these, you need the utmost in CPU performance and screen rendering. Java fails on both counts. Its bytecode nature has a performance penalty on a typical Intel or AMD CPU. Plus its graphic libraries, while adequate, did not easily let the programmer have direct access to the graphics memory. But all is not lost. Croft's book will appeal to those who still wish to write Java games, despite the above caveats. For one thing, strategy or turn based games do not necessarily need the highest performance. Java is quite viable here. Plus, as he strongly points out, having a game written in pure Java, without even any JNI hooks, increases vastly the places where is can be played. Because it is far easier to install. Fewer (none!) extra libraries to drag along. And of course, there is the operating system independence. Another point in the favour of Java games is that there can be far less danger of security risks, compared to anything written in C or C++. By running a Java game inside a JVM, you gain this safety. Not absolute, surely, but still reassuring. Also, Croft devotes considerable space to the treatment of advanced graphics. He discards AWT, and sticks to Swing. This will be familiar to many current programmers who are not writing games. He describes how to use hardware accelerated images to improve the effective frame rate. And many other graphics techniques. Overall, very encouraging for games in Java. You might want to try it out.

    1 out of 1 people found this review helpful.

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    Posted March 14, 2012

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    Posted April 27, 2009

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