Practical Java Game Programming

Practical Java Game Programming by Dustin Clingman, Shawn Kendall and Syrus Mesdaghi  Charles River Media 2004 (508 pages) ISBN:1584503262

Drawing on examples from existing projects, this guide examines contemporary Java game programming concepts and techniques. It offers usage patterns that leverage Java's strengths and points out weaknesses to avoid.

Table of Contents
Practical Java Game Programming
Chapter 1 - Java as a Game Platform
Chapter 2 - Fundamentals of Game Programming
Chapter 3 - 2D Graphics Programming
Chapter 4 - Creating Game Audio Using Java
Chapter 5 - Java IO and NIO
Chapter 6 - Performance and the Java Virtual Machine
Chapter 7 - Local Area Networking for Java Games
Chapter 8 - Faster Math
Chapter 9 - Game Databases and JDBC
Chapter 10 - Java as a Scripting Language
Chapter 11 - Java Native Interface
Chapter 12 - 3D Graphics Foundations
Chapter 13 - Java Bindings to OpenGL (JOGL)
Chapter 14 - Overlays and Menus Using JOGL
Chapter 15 - 3D Render Engine Using JOGL
Chapter 16 - 3D Collision Detection and Response
Appendix - About the CD-ROM
Index
List of Figures
List of Tables
List of Listings
cd content CD Content
practical java game programming Practical Java Game Programming by Dustin Clingman, Shawn Kendall and Syrus Mesdaghi Charles River Media 2004 (508 pages) ISBN:1584503262Drawing on examples from existing projects, this guide examines contemporary Java game programming concepts and techniques. It offers usage patterns that leverage Java's strengths and points out weaknesses to avoid.

Java is gaining more and more acceptance in the game development community, and with good commercial-quality Java games on the market, it will become a definitive choice. Practical Java Game Programming identifies the technological path developers need to take to make this happen. It explores and illustrates cutting-edge Java game programming concepts and techniques through specific explanations from existing Java game projects, with fully executable example code. Intended for both Java programmers new to game development, and for game programmers interested in Java, the book offers usage patterns that leverage Java’s strengths and points out weaknesses to avoid. It teaches Java programmers how to deliver outstanding games and details the specific issues in Java to make game development straightforward and efficient.

Java has always provided a powerful platform on which to develop interactive content, and with the addition of the Java Technology Group’s gaming APIs, Java becomes a third-party platform choice and delivery model for game developers. Each chapter includes working code examples that can stand alone for easy implementation into one’s own projects, or be used toward the creation of a fully functional demo game. This allows beginning programmers to follow the topics step-by-step, and more experienced programmers to use specific areas of interest. Although this book is centered on Java and the platform technologies, its message is for developers to maintain a wide view regarding new technologies, as well as to keep creative ingenuity intact while implementing games on the Java platform.

Highlights

  • Provides a complete guide to Java game development for Java programmers new to game development
  • Focuses on Java specific topics such as performance issues and the virtual machine, garbage collection, Just-in-Time (JIT) compiler, native timers, and Java as a scripting language
  • Covers 3D game development issues including the new Java bindings for OpenGL (JOGL), using JOGL to make a 3D Render Engine, and Collision Detection and Response
  • Includes a chapter on "Local Area Networks for Java Games" by Jeff Kesselman, the Sun Game Server Architect, and "Game dbases and JDBC" by Sun Certified Java 2 Programmer, Will Bracken
  • Explains genre specific issues for sports, puzzle, racing, strategy, action/adventure, and massively multiplayer online role-playing games
  • Provides up-to-date information on J2SDK 1.5

About the Authors

Dustin Clingman is a professor of Game Design and Development at Full Sail Real World Education and President of the game studio Zeitgeist Games, Inc. He frequently speaks at IGDA events and conferences around the country.

Shawn Kendall is the professor for Real Time 3D Graphics at Full Sail and has developed cutting edge Java and Java3D based game technology demos for both Full Sail and Sun Microsystems. He is the founder of Immediate Mode Interactive, LLC, a Java game technology company.

Syrus Mesdaghi is the professor for the A.I. course at Full Sail, has developed cutting edge game technology for both Full Sail and Sun Microsystems and is active in Java gaming and A.I. communities.

<