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.
Ausstattung/Bilder: Repr. 2004. XXXII, 972 p. w. figs.
Abmessung: 230mm x 188mm x 42mm
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.
Part 1 Java Game Fundamentals: Chapter 1 - Java and Object-Orientation Basics - Why Java? Java Basics Object-Oriented Design Organizing Your Code Creating Executable Jar Files Using ANT for Build Files; Chapter 2 Java Threads Thread Basics - Concurrency and Synchronization The Java Event Model When to Use Threads When Not To Use Threads Thread Pools; Chapter 3 2D Graphics and Animation Image Basics - Hardware-Accelerated Images Full-Screen Exclusive mode Animation Double Buffering and Page Flipping Active Rendering Creating a Screen Manager; Chapter 4 Interactivity and User Interfaces - Mouse Input Freelook-style mouse movement Keyboard Input Designing Intuitive User Interfaces Creating a Simple Menu Letting the Player Configure the Keyboard Creating an Input Manager; Chapter 5 Sound Effects and Music - The Java Sound API Real-Time Sound Filters Emulating 3D Sound Creating a Sound Manager; Chapter 6 Creating a 2D Platform Game - A Tile-Based Environment Parallax Scrolling Simple Bad Guys Power-Ups and Fun Stuff; Chapter 7 Multi-Player Games Network Programming with Sockets - Non-Blocking I/O - Selectors and Channels The Basic Multi-Player Server Dealing with Latency and Network Errors Server Monitoring and Management Persistence High Scores and Other Features. Part 2 3D Graphics and Advanced Techniques: Chapter 8 3D Graphics and Software Rendering - 3D Basics Ray Casting The Painter's Algorithm Texture Mapping Lighting Drawing Game Objects. (Part contents).