B

back buffers and rendering, 65

backface culling, 448–449

bandwidth

LAN vs. WAN gaming, 197

WAN games, 236

basic entities, constructing, 36–41

benchmarking

and optimizations, 180

performance, 171–173

BGScript, 304

binary files and file stream objects, 119

bindings

writing one-to-one, 338

joystick, 342–345

bitmap fonts in text rendering, 413–415

blend shapes, 458

blocking loops vs. non-blocking loops, 29–31

boolean types, VM processing, 160

bottlenecks, performance, 173–178

bounding box and collision detection, 45–46

bounding volumes

and collision detection, 467–468

described, 451

hierarchies, 452–453

in scene graphs, 446–447

Buffer classes

audio programming, 89–91

list (fig.), 134

setting up, 94–95

BufferedExample class, 71, 73

BufferedImage class, 71, 399

BufferedInputStream, BufferedOutputStream, 121, 147

BufferedReader, BufferedWriter, 123

buffering

BufferStrategy class, 67–68

data vs. reading from disk, 116–118

double, and rendering, 64–65

buffers

access overhead of byte (table), 148

benefits of, 132

byte, using, 190

described, using, 65, 134–143

direct, functions, 334–336

direct vs. nondirect (fig.), 135

and loading more than one sound, 101–103

static, and optimizations, 189

write, and read requests, 117

BufferStrategy class, 67–68

bump mapping, 380

byte buffers, using, 190

byte order

little-endian vs. big-endian (fig.), 137

streams, java.io handling of, 119–123

ByteBuffers

containing pointer to native buffer (fig.), 335

creating with wrapbuf, 347–348

JOGL’s use of, 397–399

and vecmath, 261

using, 122, 136–137

bytecodes and optimizations, 187

ByteInputStream, ByteOutputStream, 122

bytes, converting to chars, 122–123



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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