C

C++

enumerations, 20–21

Java, and limited inheritance, 3

Standard Template Library and JCF, 191

streams, 119

C/C++

communicating between Java and, 317–320

OpenGL’s use of pointers, 396

and scripting languages, 306–307

serialization support, 124

square root approximation, 251

vector/matrix APIs and arrays, 263

caching data

query plan caching, 292

vs. reading data from disk, 116–118

call graphs, 174

call stacks

described, 152

and traces, 175

camera, 3D graphics, 364

Camera class, 432

catch( ) block, 288

CD-ROM

installation, 499

system requirements, 500

cell-shading, 380

cells and portals, 455

channels

described, 132–134

file, 133–134

multicast, 198–199

char stream classes (fig), 122

character streams, read and write methods, 122–123

characters, Unicode, and Java, 119

chars, converting to bytes, 122–123

checks, heartbeat, 217–218

checkTimeStamps, 221

Class class, reflection at runtime, 156

class fields vs. arrays as components, 262

class loaders, 157

ClassCastException and generic programming model, 18

classes

See also specific classes

buffer (fig.), 134

deletion, and garbage collection, 3

minimizing number of, 192

and RTS games, 15

security model for, 5

structure and layout, 153–154

updates to Game, 80–83

Class.newInstance( ) method, 43

clear method, 137–138

close method, 121

CMP (Container Managed Persistence), 286

code

dead, elimination, 166–167

source. See source code

specialized vs. general-purpose, 186

VK, 26

code obfuscators and Java security, 5

code samples

Actor class, 37–38

ActorManager class, 41–42

BufferedImage and ImageIO classes, 71–73

collision-detection, 47–48

evasion algorithm, 51

Externalizable interface, 129–130

joystick binding, 342–345

with MouseListener interface, 27

object serialization, 123–126

state controls, 34–35

static object-to-object techniques, 472–476

timing function and blocking loop, 30

collaging, 378

collections

garbage. See garbage collector (GC)

JDK 1.5 release, enhanced for loop, 19

collidesWith( ) method, 39

collision detection

3D, introduction, 463–465

basic processing, 465–467

bounding volumes, 467–469

collision response, reaction, 464

collision types, 44–46

and defining game interactions, 46–48

engine design, 470–471

foundation object collision tests, 476–479

linear feature collisions, 479–488

plane collisions, 488–497

static vs. dynamic collisions, 472

summary, 497

colors

display depth, 57

OpenGL state controls, 387

optimizing use of, 184

and text memory, 378

compilers

C/C++, 163, 306–307

just-in-time (JIT), 162–163, 240

compilation, conditional, 192–193

compressed data and optimizations, 182

compression, texture, 378

computations

algorithms. See algorithms

anticipating upcoming, 183

and optimizations, 179–184

computer animation, real-time, 354–355

conditional compilation, 192–193

ConMarkSweepGC, 171

connecting

to database (MySQL), 285–286

MySQL clients, 279–280

connection types, LAN vs. WAN gaming, 197–198

connections and channels, 132

console space, sports games implementation, 7

constant pool table, 154, 162

Container Managed Persistence (CMP), 286

containers

in GUI systems, 419–420

management, in GUI systems, 421–424

content loaders, 456

contexts, audio programming, 110–112

continuations and Java scripting, 308–309

controller-state vs. object-state communication, 235–236

controls, player (JOAL), 100–101

converting byte to char, 122–123

coordinate systems

audio programming, 105–107

and construction of basic entities, 36

and player movements, 50

setting up 2D, 412–413

sprites and, 56

for 3D graphics, 358–359

2D, drawing geometry from, 411

2D (fig.), 54

U-V, and texture mapping, 372

copying. See duplicating

coroutines, 309

costants vs. variables and optimization, 172

counting word tokens, 123

CPU cycles

and performance, 179

and thread use, 186–187

crashing games, and scripting languages, 302–303

CREATE DATABASE command (SQL), 281

CREATE TABLE command (SQL), 282

createBufferStrategy( ) method, 67–68

createEntity( ) method, 42–43

creating

custom scripting language, 313

game sessions, 222–228

GUI system, 416–424

managed images, 77–78

menus, 419

rendering loop, 68–70

scripting language from scratch, 304–305

Creative Labs, OpenAL, 86

culling levels of details, 182–183



Practical Java Game Programming
Practical Java Game Programming (Charles River Media Game Development)
ISBN: 1584503262
EAN: 2147483647
Year: 2003
Pages: 171

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