Flylib.com
Practical Java Game Programming (Charles River Media Game Development)
Practical Java Game Programming (Charles River Media Game Development)
ISBN: 1584503262
EAN: 2147483647
Year: 2003
Pages: 171
Authors:
Dustin Clingman
,
Shawn Kendall
,
Syrus Mesdaghi
BUY ON AMAZON
Practical Java Game Programming
Back Cover
About
Chapter 1: Java as a Game Platform
The Java Platform and Its Legacy
Current Java Game Development
Sports Games
Puzzle Games
Racing Games
Massively Multiplayer Online Role-Playing Games
Strategy Games
ActionAdventure Games
Looking Ahead
Summary
Chapter 2: Fundamentals of Game Programming
Obtaining Input
Applying the Game Logic and Updating the System
Rendering
Pulling It All Together
Blocking versus Non-Blocking Loops
The Role of Timing in Games
Core Architecture Using State Controls
Construction of Basic Entities
ACTOR Management
Collision Detection
Artificial Intelligence
Pulling It All Together
Where Are My Graphics?
Summary
Chapter 3: 2D Graphics Programming
Quick 2D Overview
Adjusting to the Environment
Rendering to the Display
The Render Loop
The BufferStrategy Class
The Rendering Loop
Handling Window Events
Images
Bringing It All Together
Updates to the Game Class
Summary
Chapter 4: Creating Game Audio Using Java
An Overview of Java Audio Components
JavaSound
OpenAL Basics
Getting Started
Tinkering with Source and Listener Properties
JOAL Error Handling
The AL Context API
Sound Rendering Contexts
Looking Ahead
Summary
Chapter 5: Java IO and NIO
Flow of Data between an Application and the Disk
The Java IO Package (JAVA.IO)
Java New IO (java.nio)
Performance
Summary
Chapter 6: Performance and the Java Virtual Machine
The Structure of the Virtual Machine
Representation of Java Classes
The Java Bytecode
Runtime Execution Optimizations
The Garbage Collector
Measuring Performance
Performance Tips
Summary
Chapter 7: Local Area Networking for Java Games
LAN versus WAN
The Communication Protocol
Sockets
Using the Java Networking APIs
javax.nio
The Game Networking Process
Game Networking Protocols
Conclusion
Chapter 8: Faster Math
Improving Math Function Usage
Faster Sine and Square Root
Vectors and Matrices
Summary
Chapter 9: Game Databases and JDBC
Relational Databases
Structured Query Language (SQL)
The JDBC API
Database Design Essentials
Keys, Indexes, and Referential Integrity
The MySQL Database
General JDBC Usage
JDBC Performance Techniques
Data Caching
Summary
Chapter 10: Java as a Scripting Language
Overview of a Scripting Language
Characteristics of a Scripting Language
Why Use an Existing Scripting Language
Why CC Cannot Be a Scripting Language
Why Java Can Be a Scripting Language
Integrating an Existing Language
Summary
Chapter 11: Java Native Interface
Where Is JNI Used?
Communicating Between Java and CC
Using Native Code in Your Game
Performance
Implications of Using JNI
Summary
Chapter 12: 3D Graphics Foundations
3D Graphics in Computer Animation and Real Time
3D Hardware Acceleration
A Brief History of 3D Game Graphics
3D Graphics Condensed Soup
Summary
Chapter 13: Java Bindings to OpenGL (JOGL)
OpenGL Overview
JOGL-Specific Features
JOGL and OpenGL Differences
Using JOGL
Summary
Chapter 14: Overlays and Menus Using JOGL
Setting Up a 2D Coordinate System
Text Rendering
HUD and GUI
Summary
Chapter 15: 3D Render Engine Using JOGL
A Simple Retained-Mode Render Engine
Scene Graph: Object-Oriented Scenes
Scene Graph Components
Scene Graph Visibility Culling
Final Thoughts on Scene Grap
Real-Time 3D Character Animation Primer
Summary
Chapter 16: 3D Collision Detection and Response
Static Object-to-Object Collision-Detection Techniques
Foundation Object Collision Tests
Linear Feature Collisions
Plane Collisions
Summary
Appendix: About the CD-ROM
Index
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
List of Figures
List of Tables
List of Listings
CD Content
Practical Java Game Programming (Charles River Media Game Development)
ISBN: 1584503262
EAN: 2147483647
Year: 2003
Pages: 171
Authors:
Dustin Clingman
,
Shawn Kendall
,
Syrus Mesdaghi
BUY ON AMAZON
Image Processing with LabVIEW and IMAQ Vision
Line-Scan Cameras
Pixel Value Analysis
Shape Matching
Pattern Matching
Character Recognition
Oracle Developer Forms Techniques
Special Tips for List Items
Tracking QUERY_ONLY Mode
Encapsulation
Polymorphism
Working with Trees
C++ GUI Programming with Qt 3
Creating Dialogs
Subclassing QMainWindow
Storing Settings
Implementing the Other Menus
Reimplementing Event Handlers
Data Structures and Algorithms in Java
Overloading
Searching and Sorting
Problems
Out to the Disk
A.1. The First Program
Special Edition Using Crystal Reports 10
Managing Content
Crystal Enterprise Embedded Edition Samples
DHTML Report Design Wizard
Troubleshooting
An Introduction to SQL
Microsoft WSH and VBScript Programming for the Absolute Beginner
Overview of the Windows Script Host
VBScript Basics
Handling Script Errors
Using the Windows Registry to Configure Script Settings
Appendix C Whats on the CD-ROM?
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies