T

TCP/IP

opening connection in Java, 202

protocol described, 198

sockets described, 200

tearing, image, 64

test method, 130–131

testing for bounding box collisions, 46

tests, foundation object collision, 476–479

texels

described, pixelization, 373–375

and MIPmapping, 376–377

text files, parsing, 149

text rendering, 413–415

textures

animated, dynamic, 460

creating JOGL, 397

textured geometry, 414–415

3D graphics, 370–378

threads

described, 152

multithreading, 404–405, 447

optimizing, 186–187

Thread.sleep mechanism, 31

throughput

and collection algorithm, 169

collectors, 171

throws (keyword), 334

time calculation

in action/adventure games, 17

and game programming, 5

JDK 1.5 release improvements, 18

Thread.sleep( ) method, 31

time-to-live (TTL) setting, 216

timer class, 31–32

timer, high-resolution (JNI), 339–342

timeTracker, 220

timing

gathering information, 173–178

native and nonnative methods (table), 349

role of in games, 31–33

Tony Hawk: Pro Skater (Neversoft), 6

traces described, 175

tracking with AI algorithm, 50

train collector, 170

TransferFrom, TransferTo methods, 148

transform control, OpenGL, 388–389

transformation hierarchy (fig.), 440

transformation matrices, hierarchies, 362–363

transparency, 3D graphics, 370

transparent graphics, 435–439

triangle process rate, 3D rendering, 358

trigonometry, 245–246

troubleshooting

flashing images, 64–66

images lost, VolatileImage class, 75

Java performance problems, 187–193

performance problems, 177–187

2D collisions, 467

2D coordinate system

setting up, 412–413

using to draw geometry, 411

2D games

adjusting to environment, 58–63

handling window events, 70

image-handling, 71–78

integrating components, 78–80

overview of, 54–58

rending to display, 63–70

updates to Game class, 80–83

2D to 3D polygon projection, 364

3D animation

core techniques, 457–458

high-level components, 460–461

mid-level techniques, 458–460

3D graphics

camera and projection, 364

cells and portals, 455

in computer animation and real time, 354–355

coordinate systems, 358

hardware acceleration, 355

history of, 356–359

introduction, 353

lights, 364–365

objects, winding order, 360–361

opaque and transparent, 435–439

OpenGL. See OpenGL (Open Graphics Library)

real-time lighting, shading, 365–366

shading, 364–369

texture artifacts, filters, 373–377

texture collaging (fig.), 379

texture formats, memory optimization, 377–380

textures, texturing, 370–373

transformation stacks, hierarchies, 362–363

transparency and alpha blending, 370

3D render engine

geometry and matrix hierarchies, 439–444

geometry containers, 430–432

opaque and transparent graphics, 435–439

rendering, render pipeline, 434–435

simple retained-model, 429–430

simple structure (fig.), 432

static and dynamic geometry, 433–434



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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