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
Identifying and Managing Project Risk: Essential Tools for Failure-Proofing Your Project
Why Project Risk Management?
Planning for Risk Management
Identifying Project Schedule Risk
Managing Activity Risks
Quantifying and Analyzing Project Risk
Mapping Hacks: Tips & Tools for Electronic Cartography
Hack 2. Route Planning Online
Hack 16. Who Are the Neighbors Voting For?
Hack 24. Explore a 3-D Model of the Entire World
Hack 55. Use Your Track Memory as a GPS Base Map
Hacks 78-86
Pocket Guide to the National Electrical Code(R), 2005 Edition (8th Edition)
Article 225 Outside Branch Circuits and Feeders
Article 320 Armored Cable Type AC
Article 326 Integrated Gas Spacer Cable Type IGS
Article 440: Air Conditioning and Refrigerating Equipment
Example No. D12 Park Trailer (See 552.47)
Ruby Cookbook (Cookbooks (OReilly))
Generating Prime Numbers
Reversing an Array
Writing an XML-RPC Client
Reading a Password
Normalizing Ownership and Permissions in User Directories
Microsoft VBScript Professional Projects
Errors, Constants, and Variables
Project Case Study Analyzing Application Logs
Project Case Study Creating a Centralized Report Management Station
Developing a Setup Script
Building the Web Sites Main Page
User Interfaces in C#: Windows Forms and Custom Controls
Designing with Classes and Tiers
Control Class Basics
Classic Controls
Custom Controls
GDI+ Basics
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