Developing Games in Java

Developing Games in Java

Paperback

$74.99

Product Details

ISBN-13: 9781592730056
Publisher: New Riders
Publication date: 07/14/2003
Series: New Riders Games Series
Pages: 972
Product dimensions: 7.50(w) x 9.00(h) x 2.11(d)

About the Author

David Brackeen grew up in Texas and has a B.S. in Computer Science from the University of North Texas. He has created many games, level editors, and multimedia products in Java, including Scared (a 3D shooter game) and Race3d (a 3D racing engine used in several games). He will neither confirm nor deny allegations that he ever drank rainwater from a shoe. He currently resides in Los Angeles, but you can find him at www.brackeen.com.

Customer Reviews

Most Helpful Customer Reviews

See All Customer Reviews

Developing Games in Java 4 out of 5 based on 0 ratings. 2 reviews.
irishkitsune on LibraryThing 7 months ago
Brackeen jumps in pretty quickly with each subject and doesn't look back. This is an excellent book if you have an existing strong background in programming (not necessarily in Java) as he introduces concepts and demonstrates how to execute them in Java without wasting time on explaining every little detail.
Guest More than 1 year ago
Java is a tough choice as a programming language for certain types of games. Commonly known as twitch or reflex games. The difficulty is in the loss of a performance edge, unless the bytecode has been transformed into native code. But Brackeen shows that writing java games also has its attractions. An elegant and easy to learn object oriented language. Arguably, more robust than C++. Java also has a relatively simply threading model. Threading is essential in most games, but can be very difficult to write robustly and to debug. He goes through the essentials of gaming, and shows what can be done with the standard java libraries, that come with the normal java distribution. Like a useful sound API that can play the common audio encoding formats of wav, au and aiff. For animation, well there is 2 dimensional material shown. For 3d, the issues are much harder. We see quick examples of coding 3d objects and putting a texture map on their surfaces and illuminating them with a light source. Overall, the author presents a solid introduction to his subject. With the clear proviso that many topics are barely gone into, out of sheer necessity.