P

packages

Java audio, described, 87

java.io, 119–123

java.nio, 132

packets

latency, 196

and UDP multicast, 200–201

page flipping and rendering, 66–67

paint method, 422

paintFocus method, 423

parsing text files, 149

patterns

DAO (data access object), 294–295

game design, 275

pauseRenderThread( ) method, 68

pauses and collection algorithm, 169

PC ports and Java, 7

PCM (pulse code modulation) file format, 89

penetration depth of collision, 464, 466

performance

access overhead of byte buffers (table), 148

benchmarking, 171–173

bottlenecks, solving problems, 177–178

and design, 261–269

different Java file IO methods (table), 147

interfacing Java and native code, 348–350

and Java scripting, 310

Java vs. other languages, 4

Java.io, .nio vs. native IO, 132, 143–149

JavaSound, 87

JDBC techniques, 289–295

mathematical. See math performance

measuring, 171

and non-blocking loops, 30–31

profiling and optimization, 173–178

reading and writing, Java file IO vs. standard C file IO (table), 146

troubleshooting generally, 179–187

troubleshooting Java, 187–193

perspective frustrums, 412

pitch, audio programming, 105

pixels

described, 55

fill rate, 3D graphics (fig.), 358

and texels, 373–375

and textured geometry, 415

plane collisions, 488–497

platform independence, 3

platformer games, 2D and 3D, 16

player controls and playback controls, 100

PlayerAdapter class, 79–80

players and item database tables (fig.), 277

player’s input, obtaining, 26–27

.png files, 56

Point class and serialization, 126

point sampling, 373

point-to-AABB and sphere collisions (fig.), 478

point-to-cylinder collision (fig.), 483

pointers, OpenGL’s use of C, 395

polygons in 3D graphics, 360, 448–449

Pong game, 47

port numbers, dynamic, 232

portability of native code, 350

ports, PC, and Java, 7

positioning Source, audio, 105

Practical Java Game Programming CD-ROM, 499–500

precomputations, using, 181–182

PreparedStatement (SQL), 287

primary buffer and rendering, 65

primary keys in game databases, 276–278

primitive arrays, 348

primitive identifiers, JNI (table), 326

primitive types, Java vs. native (table), 321

primitives, basic collision (fig.), 473

printing, enabling, 40

procedures, stored, 293–294

processInputEvent method, 420, 423

productivity of scripting languages, 300–301

profilers, hprof, 174–176

profiling to find performance bottlenecks, 173–178

programming. See game programming

projection, 3D graphics, 364

promptness, and collection algorithm, 169

protocols

See also specific protocols

game-networking, 232–236

network communications, 198–199

pulse code modulation (PCM) file format, 89

PushbackInputStreams, 122

puzzle games, current development of Java, 8

Puzzle Pirates (Three Rings), 8



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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