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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
Kanban Made Simple: Demystifying and Applying Toyotas Legendary Manufacturing Process
Introduction to Kanban
Forming Your Kanban Team
Conduct Data Collection
Size the Kanban
Appendix A MRP vs. Kanban
Introduction to 80x86 Assembly Language and Computer Architecture
Procedures
String Operations
The Assembly Process
Floating-Point Arithmetic
Appendix C MASM 6.11 Reserved Words
Competency-Based Human Resource Management
Competency-Based Employee Training
Competency-Based Employee Development
The Transformation to Competency-Based HR Management
Competency-Based HR Management The Next Steps
Appendix C Examples of Life-Career Assessment Exercises
Pocket Guide to the National Electrical Code(R), 2005 Edition (8th Edition)
Article 200 Use and Identification of Grounded Conductors
Article 240 Overcurrent Protection
Article 344 Rigid Metal Conduit Type RMC
Example No. D1(b) One-Family Dwelling
Example No. D12 Park Trailer (See 552.47)
Special Edition Using Crystal Reports 10
Troubleshooting
Understanding Linked Versus Unlinked Subreports
Emulating Nested Subreports
Crystal Enterprise Architecture Overview
Java Reporting Components
802.11 Wireless Networks: The Definitive Guide, Second Edition
Overview of 802.11 Networks
Fragmentation and Reassembly
Physical-Layer Architecture
Topology Examples
Ensuring Secrecy Through Encryption
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