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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,…mehr

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Produktbeschreibung
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.

Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.

  • Produktdetails
  • Verlag: O'Reilly Media
  • Seitenzahl: 996
  • Erscheinungstermin: 20. Mai 2005
  • Englisch
  • ISBN-13: 9780596523640
  • Artikelnr.: 52982583
Autorenporträt
Andrew Davison has had a varied and interesting career as an educator, a researcher, and an author. He enjoys some celebrity as the editor of Humour the Computer (a well-known anthology of funny stories, parodies, and real-life incidents about life in the computer age) and as an amateur juggler. Formerly with the Computer Science Department at Melbourne University, he now lives in Thailand and teaches at the Prince of Songkla University. He is the author of Killer Game Programming in Java.
Inhaltsangabe
Preface
Who Are You?
What This Book Is About
This Book (and More) Is Online
What This Book Is Not About
A Graphical View of This Book
Conventions Used in This Book
Using Code Examples
Comments and Questions
Safari Enabled
Acknowledgments
Chapter 1: Why Java for Games Programming?
1.1 Java Is Too Slow for Games Programming
1.2 Java Has Memory Leaks
1.3 Java Is Too High-level
1.4 Java Application Installation Is a Nightmare
1.5 Java Isn't Supported on Games Consoles
1.6 No One Uses Java to Write Real Games
1.7 Sun Microsystems Isn't Interested in Supporting Java Gaming
Chapter 2: An Animation Framework
2.1 Animation as a Threaded Canvas
2.3 Converting to Active Rendering
2.4 FPS and Sleeping for Varying Times
2.5 Sleeping Better
2.6 FPS and UPS
2.7 Pausing and Resuming
2.8 Other Animation Approaches
Chapter 3: Worms in Windows and Applets
3.1 Preliminary Considerations
3.2 Class Diagrams for the WormChase Application
3.3 The Worm-Chasing Application
3.4 The Game Panel
3.5 Storing Worm Information
3.6 Worm Obstacles
3.7 Application Timing Results
3.8 WormChase as an Applet
3.9 Compilation in J2SE 5.0
Chapter 4: Full-Screen Worms
4.1 An Almost Full-Screen (AFS) Worm
4.2 An Undecorated Full-Screen (UFS) Worm
4.3 A Full-Screen Exclusive Mode (FSEM) Worm
4.4 Timings at 80 to 85 FPS
Chapter 5: An Introduction to Java Imaging
5.1 Image Formats
5.2 The AWT Imaging Model
5.3 An Overview of Java 2D
5.4 Buffering an Image
5.5 Managed Images
5.6 VolatileImage
5.7 Java 2D Speed
5.8 Portability and Java 2D
5.9 JAI
Chapter 6: Image Loading, Visual Effects, and Animation
6.1
6.2 Loading Images
6.3 Applying Image Effects
6.4 Displaying Image Sequences
6.5 Visual Effects for 'o' Images
6.6 Packaging the Application as a JAR
Chapter 7: Introducing Java Sound
7.1 Applet Playing
7.2 The AudioClip Class
7.3 The Sound Player
7.4 The Java Sound API
7.5 Sampled Audio
7.6 MIDI
7.7 Java Sound API Compared with JMF and JOAL
7.8 Java Sound API Resources
7.9 Audio Resources
Chapter 8: Loading and Playing Sounds
8.1 Loader Design and Implementation Issues
8.2 Testing the Loaders
8.3 The Sounds Panel
8.4 The Clips Loader
8.5 Storing Clip Information
8.6 The Midi Sequences Loader
8.7 Storing Midi Information
8.8 LoadersTests as a JAR File
Chapter 9: Audio Effects
9.1 Audio Effects on Sampled Audio
9.2 Audio Effects on MIDI Sequences
Chapter 10: Audio Synthesis
10.1 Sampled Audio Synthesis
10.2 MIDI Synthesis
10.3 Audio Synthesis Libraries
Chapter 11: Sprites
11.1 Bats, Balls, and Sprites
11.2 Class Diagrams for BugRunner
11.3 The Bug Starts Running
11.4 The Animation Framework
11.5 Defining a Sprite
11.6 Coding a Sprite
11.7 Specifying a Sprite with a Statechart
11.8 The Ball Sprite
11.9 Defining the Bat
Chapter 12: A Side-Scroller
12.1 JumpingJack in Layers
12.2 Class Diagrams for JumpingJack
12.3 Start Jack Jumping
12.4 The Animation Framework
12.5 Managing the Ribbons
12.6 Wraparound Ribbons
12.7 Managing the Bricks
12.8 Storing Brick Information
12.9 The Fireball
12.10 The Jumping Sprite
12.11 Other Side-Scroller Examples
12.12 Tiling Software
Chapter 13: An Isometric Tile Game
13.1 Isometric Tiles
13.2 Class Diagrams for AlienTiles
13.3 The Animation Framework
13.4 Managing the World
13.5 Managing WorldItems
13.6 The Tile Occupier
13.7 A Sprite on a Tile
13.8 The Player Sprite
13.9 The Alien Sprite
13.10 The Quadrant-Based Alien Sprite
13.11 The A*-Based Alien Sprite
13.12 Storing Tile Details
13.13 Further Reading
Chapter 14: Introducing Java 3D
14.1 Java 3D
14.2 Java 3D Strengths
14.3 Criticisms of Java 3D for Games Programming
14.4 Alternatives to Java 3D
Chapter 15: A 3D Checkerboard: Checkers3D
15.1 Class Diagrams for Checkers3D
15.2 Integrating Java 3D and Swing
15.3 Scene Graph Creation
15.4 Floating Spheres
15.5 The Floor
15.6 Viewer Positioning
15.7 Viewer Movement
15.8 Viewing the Scene Graph
Chapter 16: Loading and Manipulating External Models
16.1 An Overview of LoaderInfo3D
16.2 Loaders in Java 3D
16.3 Displaying a Model
16.4 Examining a Model's Scene Graph
16.5 Adjusting a Model's Shape Attributes
16.6 An Overview of Loader3D
16.7 Using Loader3D
16.8 Creating the Scene
16.9 Managing the Model
16.10 Building the Model's Scene Graph
Chapter 17: Using a Lathe to Make Shapes
17.1 Class Diagrams for Lathe3D
17.2 Creating the Scene
17.3 The Lathe Curve
17.4 The Lathe Shape
17.5 Subclassing the Lathe Shape
Chapter 18: 3D Sprites
18.1 Class Diagrams for Tour3D
18.2 Creating the Scene
18.3 The Basic 3D Sprite
18.4 The User's Touring Sprite
18.5 The Alien Sprite
18.6 Behaviors in Java 3D
18.7 Controlling the Touring Sprite
18.8 Updating the Alien Sprite
Chapter 19: Animated 3D Sprites
19.1
19.2 Class Diagrams for AnimTour3D
19.3 Creating the Scene
19.4 The Animated 3D Sprite
19.5 Controlling the Sprite
19.6 Animating the Sprite
19.7 Full-Screen Exclusive Mode (FSEM)
19.8 A Full-Screen Version of the Application
19.9 Pros and Cons of Keyframe Animation
Chapter 20: An Articulated, Moveable Figure
20.1 The Articulated Figure Application
20.2 Forward and Inverse Kinematics
20.3 Class Diagrams for Mover3D
20.4 Creating the Scene
20.5 Processing User Input
20.6 The Commands Panel
20.7 Making and Moving the Figure
20.8 Modeling a Limb
20.9 Moving a Limb
20.10 Other Articulated Figures
20.11 Articulation and Mesh Deformation
20.12 Articulation and Skinning
20.13 Articulation and Morphing
Chapter 21: Particle Systems
21.1 Particle Systems in Java 3D
21.2 Class Diagrams for Particles3D
21.3 Creating the Scene
21.4 A Fountain of Points
21.5 A Fountain of Lines
21.6 A Fountain of Quads
21.7 Performance Results
21.8 More Particle Systems
21.9 Other Java 3D Approaches
21.10 Non-Java 3D Approaches
Chapter 22: Flocking Boids
22.1 A Flocking Application
22.2 Scene Creation
22.3 Adding Obstacles
22.4 Types of Boids
22.5 Grouping the Boids
22.6 Flock Behavior
Chapter 23: Shooting a Gun
23.1 Class Diagrams for Shooter3D
23.2 Scene Creation
23.3 The Sound of Shooting
23.4 Picking Scene Objects
23.5 Controlling the Gun
23.6 Preparing the Laser Beam
23.7 Causing an Explosion
23.8 Picking with a Mouse Click
23.9 Shooting Behavior
23.10 Firing the Beam
23.11 More on Picking
Chapter 24: A First-Person Shooter
24.1 Class Diagrams for FPShooter3D
24.2 Setting Up the Target
24.3 Positioning and Moving the User's Viewpoint
24.4 Initializing the User's Viewpoint
24.5 Adding an Image to the Viewpoint
24.6 Managing the Ammunition
24.7 Managing a Laser Beam
24.8 Moving the Viewpoint
Chapter 25: A 3D Maze
25.1 Class Diagrams for Maze3D
25.2 Making a Maze Plan
25.3 The User Interface
25.4 Managing the Maze
25.5 Scenery Creation
25.6 Tiling the Floor
25.7 Viewpoint Creation
25.8 The Back Facing Camera
25.9 Moving the Viewpoint
25.10 The Bird's-Eye View
25.11 Related Approaches to Scene Generation
Chapter 26: Fractal Land
26.1 Class Diagrams for the Fractal Land
26.2 Building the Fractal Land
26.3 Creating the Landscape
26.4 Constructing the Ground
26.5 Generating a Fractal Landscape
26.6 Responding to Key Presses
26.7 Terrain Following and Collision Avoidance
26.8 Placing Objects in the Scene
26.9 Other Fractal Landscapes
Chapter 27: Terrain Generation with Terragen
27.1 Class Diagrams for Terra3D
27.2 Terragen
27.3 Scenery Creation
27.4 Building the Landscape
27.5 Making 3D Scenery
27.6 Adding Landscape Walls
27.7 Creating Ground Cover
27.8 Moving over the Surface
27.9 Finding the Surface Height
27.10 Accelerating Terrain Following
27.11 More on Terrain Generation
Chapter 28: Trees That Grow
28.1 Class Diagrams for Trees3D
28.2 Creating the Scene
28.3 Building a Tree Limb
28.4 Executing the Rules
28.5 Displaying Leaves
28.6 Comparison with L-Systems
Chapter 29: Networking Basics
29.1 The Elements of Network Communication
29.2 The Client/Server Model
29.3 The Peer-to-Peer Model
29.4 Client/Server Programming in Java
29.5 P2P Programming in Java
29.6 Firewalls
29.7 Other Kinds of Java Networking
Chapter 30: Network Chat
30.1 Threaded TCP Clients and Server
30.2 UDP Multicasting Clients and a Name Server
30.3 Clients Using a Servlet as a Server
Chapter 31: A Networked Two-Person Game
31.1 The Standalone Tic-Tac-Toe Game
31.2 The Networked Tic-Tac-Toe Game
31.3 Comparing NetFourByFour and FourByFour
Chapter 32: A Networked Virtual Environment
32.1 Background on NVEs
32.2 An Overview of NetTour3D
32.3 Scene Creation on the Client
32.4 Defining Sprites
32.5 Local Sprites
32.6 Watching the Server
32.7 Server Activities
32.8 Other Java NVEs
Appendix A: Installation Using install4j
A.1 install4j Versus JWS
A.2 The Java 3D Components
A.3 The BugRunner Application
A.4 The Checkers3D Application
Appendix B: Installation Using Java Web Start
B.1 JWS Benefits
B.2 JWS Downsides
B.3 The JNLP Deployment File
B.4 Steps in Developing a JWS Application
B.5 A JWS Installer for BugRunner
B.6 A JWS Installer for Checkers3D
B.7 Another Way to Install Checkers3D
B.8 The JWS Portal Page
B.9 Third-Party Certificates
B.10 More Information
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