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.
|Publisher:||O'Reilly Media, Incorporated|
|Sold by:||Barnes & Noble|
|File size:||13 MB|
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About the Author
Andrew Davison received his Ph.D. from Imperial College in London in 1989. He was a lecturer at the University of Melbourne for six years before moving to Prince of Songkla University in Thailand in 1996. He has also taught in Bangkok, Khon Kaen, and Hanoi. His research interests include scripting languages, logic programming, visualization, and teaching methodologies. This latter topic led to an interest in teaching games programming in 1999. His O'Reilly book, "Killer Game Programming in Java", was published in 2005.
Table of Contents
- Chapter 1: Why Java for Games Programming?
- Chapter 2: An Animation Framework
- Chapter 3: Worms in Windows and Applets
- Chapter 4: Full-Screen Worms
- Chapter 5: An Introduction to Java Imaging
- Chapter 6: Image Loading, Visual Effects, and Animation
- Chapter 7: Introducing Java Sound
- Chapter 8: Loading and Playing Sounds
- Chapter 9: Audio Effects
- Chapter 10: Audio Synthesis
- Chapter 11: Sprites
- Chapter 12: A Side-Scroller
- Chapter 13: An Isometric Tile Game
- Chapter 14: Introducing Java 3D
- Chapter 15: A 3D Checkerboard: Checkers3D
- Chapter 16: Loading and Manipulating External Models
- Chapter 17: Using a Lathe to Make Shapes
- Chapter 18: 3D Sprites
- Chapter 19: Animated 3D Sprites
- Chapter 20: An Articulated, Moveable Figure
- Chapter 21: Particle Systems
- Chapter 22: Flocking Boids
- Chapter 23: Shooting a Gun
- Chapter 24: A First-Person Shooter
- Chapter 25: A 3D Maze
- Chapter 26: Fractal Land
- Chapter 27: Terrain Generation with Terragen
- Chapter 28: Trees That Grow
- Chapter 29: Networking Basics
- Chapter 30: Network Chat
- Chapter 31: A Networked Two-Person Game
- Chapter 32: A Networked Virtual Environment
- Appendix A: Installation Using install4j
- Appendix B: Installation Using Java Web Start
Most Helpful Customer Reviews
This book is extremely helpful to any looking to program awsome games, the author dose an amazing job of teaching you how to program games. He starts off with an aproach of 2D game pogramming, platformers and such, and then he gets to the really fun part: 3333333DDDDDDDD!!! He explains 3D shape generation classes and motion techniques. He really simplifies both 3D and 2D game programming in a fairly simple layout. And if you're worried about the speed and the console ability STOP: now a days the java 7 compiler is not any slower than c++. It is true that there is no java compiler on the sony playstation, but it is made up for by the xbox which DOSE have a java compiler.
Until very recently, there was no serious commercial game development in Java. For various reasons of varying validity, as Davison explains. The most compelling being the slowness of Java bytecode compared to C/C++ binaries, and the lack of a Java compiler on the Sony Playstation. But if you are pondering doing a Java game nowadays, then things look brighter. The latest Java 5 Hotspot compiler can mean that Java code is now only about 10% slower. For all but the most extreme twitch games, this delay might be acceptable. While there is still no official Java compiler for the Playstation, two things counterbalance. The number of PCs is much larger, and Java compilers exist for these. Also, games for mobile devices (which basically means cellphones) are rising hugely. Here, there are no high resolution and big screen twitch games. So the Java graphics is usually quite adequate. The book shows how to use Java 5 to handle video, audio and graphics in a combined manner for a game. The examples are somewhat minimal. Due mostly to practical limitations on book size. (It's large enough as is.) All of the example games have trivial graphics. You'll have to investigate with a protracted non-trivial case study if indeed Java 5 works for you to make games.
I think I was the wrong audience for this book. This book seems aimed at people who already know game development and Java and are looking for techniques to adapt their current knowledge to the Java paradigm. If you're an experienced game developer who's looking to transfer your existing knowledge to Java, this is probably the book for you. As for me, it was a bit over my head.
You may think that many commercial games are not made with java and that is true but one of the most sucsessful indie games of all time was writen in java. That game is minecraft by markus persson (notch)
"testosterone-drenched games" wat