This book describes modern (i.e., fast and efficient) Java programming techniques for writing a broad range of games, including 2D arcade-style, isometric (2.5D), 3D, and network games, with a strong emphasis on 3D programming using Java 3D. The 3D topics include loading externally produced 3D models, 3D sprites, first person shooters (FPS), terrain generation, particle systems and flocking, and different approaches to animation. Several chapters on network games build to an example where users move sprites around a networked 3D arena. I focus on J2SE 1.4.2, J2SE 5.0 and Java 3D 1.3.1. Under the hood, Java 3D utilizes OpenGL or Direct3D, which means that it'll work on all current versions of Windows, various flavors of Linux and Unix, and the Mac. Java 3D requires no special graphics hardware and is compatible with all modern graphics cards. J2SE 5.0 (or 1.4.2) and Java 3D 1.3.1 can be downloaded from http://www.java.com:80/en/download/manual.jsp and http://java.sun.com/products/java-media/3D/.
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