Killer Game Programming in Java by Andrew Davison

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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, 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.

CONTENTS:

PrefaceChapter 1: Why Java for Games Programming?Chapter 2: An Animation FrameworkChapter 3: Worms in Windows and AppletsChapter 4: Full-Screen WormsChapter 5: An Introduction to Java ImagingChapter 6: Image Loading, Visual Effects, and AnimationChapter 7: Introducing Java SoundChapter 8: Loading and Playing SoundsChapter 9: Audio EffectsChapter 10: Audio SynthesisChapter 11: SpritesChapter 12: A Side-ScrollerChapter 13: An Isometric Tile GameChapter 14: Introducing Java 3DChapter 15: A 3D Checkerboard: Checkers3DChapter 16: Loading and Manipulating External ModelsChapter 17: Using a Lathe to Make ShapesChapter 18: 3D SpritesChapter 19: Animated 3D SpritesChapter 20: An Articulated, Moveable FigureChapter 21: Particle SystemsChapter 22: Flocking BoidsChapter 23: Shooting a GunChapter 24: A First-Person ShooterChapter 25: A 3D MazeChapter 26: Fractal LandChapter 27: Terrain Generation with TerragenChapter 28: Trees That GrowChapter 29: Networking BasicsChapter 30: Network ChatChapter 31: A Networked Two-Person GameChapter 32: A Networked Virtual EnvironmentAppendix A: Installation Using install4jAppendix B: Installation Using Java Web StartColophon
Published

Jun 2005

Publisher

O'REILLY & ASSOCIATES

ISBN

9780596007300

Pages

970

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