If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.
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.
Most Helpful Customer Reviews
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.
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.