List of Tables

Chapter 1: Java as a Game Platform

Table 1.1:  PROS AND CONS OF JAVA IN SPORTS GAMES
Table 1.2:  PROS AND CONS OF JAVA FOR PUZZLE GAMES
Table 1.3:  PROS AND CONS OF JAVA IN RACING GAMES
Table 1.4:  PROS AND CONS OF JAVA IN MASSIVELY MULTIPLAYER ONLINE GAMES
Table 1.5:  PROS AND CONS OF JAVA IN STRATEGY GAMES
Table 1.6:  PROS AND CONS OF JAVA IN ACTION/ADVENTURE GAMES

Chapter 4: Creating Game Audio Using Java

Table 4.1:  LISTENER PROPERTIES
Table 4.2:  SOURCE INTEGER PROPERTIES
Table 4.3:  SOURCE FLOATING-POINT-BASED PROPERTIES
Table 4.4:  VALID ERROR RETURNS AND DESCRIPTIONS
Table 4.5:  ALC ERROR CODES

Chapter 5: Java IO and NIO

Table 5.1:  JAVA FILE IO VERSUS STANDARD C FILE IO
Table 5.2:  THE PERFORMANCE OF DIFFERENT JAVA FILE IO METHODS
Table 5.3:  ACCESS OVERHEAD OF BYTE BUFFERS

Chapter 11: Java Native Interface

Table 11.1:  JAVA VERSUS NATIVE PRIMITIVE TYPES
Table 11.2:  EXAMPLE CLASS DESCRIPTORS
Table 11.3:  PRIMITIVE IDENTIFIERS
Table 11.4:  EXAMPLE FIELD DESCRIPTORS
Table 11.5:  EXAMPLE METHOD DESCRIPTORS

Chapter 13: Java Bindings to OpenGL (JOGL)

Table 13.1:  OPENGL TYPES MAPPED TO NATIVE JAVA TYPES

Chapter 16: 3D Collision Detection and Response

Table 16.1:   COLLISION OBJECT TYPE TABLE



Practical Java Game Programming
Practical Java Game Programming (Charles River Media Game Development)
ISBN: 1584503262
EAN: 2147483647
Year: 2003
Pages: 171

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net