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Killer Game Programming in Java
Killer Game Programming in Java
ISBN: 0596007302
EAN: 2147483647
Year: 2006
Pages: 340
Authors:
Andrew Davison
BUY ON AMAZON
Killer Game Programming in Java
Table of Contents
Copyright
Preface
Who Are You?
What This Book Is About
This Book (and More) Is Online
What This Book Is Not About
A Graphical View of This Book
Conventions Used in This Book
Using Code Examples
Comments and Questions
Safari Enabled
Acknowledgments
Chapter 1. Why Java for Games Programming?
Java Is Too Slow for Games Programming
Java Has Memory Leaks
Java Is Too High-level
Java Application Installation Is a Nightmare
Java Isn t Supported on Games Consoles
No One Uses Java to Write Real Games
Sun Microsystems Isn t Interested in Supporting Java Gaming
Chapter 2. An Animation Framework
Animation as a Threaded Canvas
Converting to Active Rendering
FPS and Sleeping for Varying Times
Sleeping Better
FPS and UPS
Pausing and Resuming
Other Animation Approaches
Chapter 3. Worms in Windows and Applets
Preliminary Considerations
Class Diagrams for the WormChase Application
The Worm-Chasing Application
The Game Panel
Storing Worm Information
Worm Obstacles
Application Timing Results
WormChase as an Applet
Compilation in J2SE 5.0
Chapter 4. Full-Screen Worms
An Almost Full-Screen (AFS) Worm
An Undecorated Full-Screen (UFS) Worm
A Full-Screen Exclusive Mode (FSEM) Worm
Timings at 80 to 85 FPS
Chapter 5. An Introduction to Java Imaging
Image Formats
The AWT Imaging Model
An Overview of Java 2D
Buffering an Image
Managed Images
VolatileImage
Java 2D Speed
Portability and Java 2D
JAI
Chapter 6. Image Loading, Visual Effects, and Animation
Loading Images
Applying Image Effects
Displaying Image Sequences
Visual Effects for o Images
Packaging the Application as a JAR
Chapter 7. Introducing Java Sound
Applet Playing
The AudioClip Class
The Sound Player
The Java Sound API
Sampled Audio
MIDI
Java Sound API Compared with JMF and JOAL
Java Sound API Resources
Audio Resources
Chapter 8. Loading and Playing Sounds
Loader Design and Implementation Issues
Testing the Loaders
The Sounds Panel
The Clips Loader
Storing Clip Information
The Midi Sequences Loader
Storing Midi Information
LoadersTests as a JAR File
Chapter 9. Audio Effects
Audio Effects on Sampled Audio
Audio Effects on MIDI Sequences
Chapter 10. Audio Synthesis
Sampled Audio Synthesis
MIDI Synthesis
Audio Synthesis Libraries
Chapter 11. Sprites
Bats, Balls, and Sprites
Class Diagrams for BugRunner
The Bug Starts Running
The Animation Framework
Defining a Sprite
Coding a Sprite
Specifying a Sprite with a Statechart
The Ball Sprite
Defining the Bat
Chapter 12. A Side-Scroller
JumpingJack in Layers
Class Diagrams for JumpingJack
Start Jack Jumping
The Animation Framework
Managing the Ribbons
Wraparound Ribbons
Managing the Bricks
Storing Brick Information
The Fireball
The Jumping Sprite
Other Side-Scroller Examples
Tiling Software
Chapter 13. An Isometric Tile Game
Isometric Tiles
Class Diagrams for AlienTiles
The Animation Framework
Managing the World
Managing WorldItems
The Tile Occupier
A Sprite on a Tile
The Player Sprite
The Alien Sprite
The Quadrant-Based Alien Sprite
The A-Based Alien Sprite
Storing Tile Details
Further Reading
Chapter 14. Introducing Java 3D
Java 3D
Java 3D Strengths
Criticisms of Java 3D for Games Programming
Alternatives to Java 3D
Chapter 15. A 3D Checkerboard: Checkers3D
Class Diagrams for Checkers3D
Integrating Java 3D and Swing
Scene Graph Creation
Floating Spheres
The Floor
Viewer Positioning
Viewer Movement
Viewing the Scene Graph
Chapter 16. Loading and Manipulating External Models
An Overview of LoaderInfo3D
Loaders in Java 3D
Displaying a Model
Examining a Model s Scene Graph
Adjusting a Model s Shape Attributes
An Overview of Loader3D
Using Loader3D
Creating the Scene
Managing the Model
Building the Model s Scene Graph
Chapter 17. Using a Lathe to Make Shapes
Class Diagrams for Lathe3D
Creating the Scene
The Lathe Curve
The Lathe Shape
Subclassing the Lathe Shape
Chapter 18. 3D Sprites
Class Diagrams for Tour3D
Creating the Scene
The Basic 3D Sprite
The User s Touring Sprite
The Alien Sprite
Behaviors in Java 3D
Controlling the Touring Sprite
Updating the Alien Sprite
Chapter 19. Animated 3D Sprites
Class Diagrams for AnimTour3D
Creating the Scene
The Animated 3D Sprite
Controlling the Sprite
Animating the Sprite
Full-Screen Exclusive Mode (FSEM)
A Full-Screen Version of the Application
Pros and Cons of Keyframe Animation
Chapter 20. An Articulated, Moveable Figure
The Articulated Figure Application
Forward and Inverse Kinematics
Class Diagrams for Mover3D
Creating the Scene
Processing User Input
The Commands Panel
Making and Moving the Figure
Modeling a Limb
Moving a Limb
Other Articulated Figures
Articulation and Mesh Deformation
Articulation and Skinning
Articulation and Morphing
Chapter 21. Particle Systems
Particle Systems in Java 3D
Class Diagrams for Particles3D
Creating the Scene
A Fountain of Points
A Fountain of Lines
A Fountain of Quads
Performance Results
More Particle Systems
Other Java 3D Approaches
Non-Java 3D Approaches
Chapter 22. Flocking Boids
A Flocking Application
Scene Creation
Adding Obstacles
Types of Boids
Grouping the Boids
Flock Behavior
Chapter 23. Shooting a Gun
Class Diagrams for Shooter3D
Scene Creation
The Sound of Shooting
Picking Scene Objects
Controlling the Gun
Preparing the Laser Beam
Causing an Explosion
Picking with a Mouse Click
Shooting Behavior
Firing the Beam
More on Picking
Chapter 24. A First-Person Shooter
Class Diagrams for FPShooter3D
Setting Up the Target
Positioning and Moving the User s Viewpoint
Initializing the User s Viewpoint
Adding an Image to the Viewpoint
Managing the Ammunition
Managing a Laser Beam
Moving the Viewpoint
Chapter 25. A 3D Maze
Class Diagrams for Maze3D
Making a Maze Plan
The User Interface
Managing the Maze
Scenery Creation
Tiling the Floor
Viewpoint Creation
The Back Facing Camera
Moving the Viewpoint
The Bird s-Eye View
Related Approaches to Scene Generation
Chapter 26. Fractal Land
Class Diagrams for the Fractal Land
Building the Fractal Land
Creating the Landscape
Constructing the Ground
Generating a Fractal Landscape
Responding to Key Presses
Terrain Following and Collision Avoidance
Placing Objects in the Scene
Other Fractal Landscapes
Chapter 27. Terrain Generation with Terragen
Class Diagrams for Terra3D
Terragen
Scenery Creation
Building the Landscape
Making 3D Scenery
Adding Landscape Walls
Creating Ground Cover
Moving over the Surface
Finding the Surface Height
Accelerating Terrain Following
More on Terrain Generation
Chapter 28. Trees That Grow
Class Diagrams for Trees3D
Creating the Scene
Building a Tree Limb
Executing the Rules
Displaying Leaves
Comparison with L-Systems
Chapter 29. Networking Basics
The Elements of Network Communication
The ClientServer Model
The Peer-to-Peer Model
ClientServer Programming in Java
P2P Programming in Java
Firewalls
Other Kinds of Java Networking
Chapter 30. Network Chat
Threaded TCP Clients and Server
UDP Multicasting Clients and a Name Server
Clients Using a Servlet as a Server
Chapter 31. A Networked Two-Person Game
The Standalone Tic-Tac-Toe Game
The Networked Tic-Tac-Toe Game
Comparing NetFourByFour and FourByFour
Chapter 32. A Networked Virtual Environment
Background on NVEs
An Overview of NetTour3D
Scene Creation on the Client
Defining Sprites
Local Sprites
Watching the Server
Server Activities
Other Java NVEs
Appendix A. Installation Using install4j
install4j Versus JWS
The Java 3D Components
The BugRunner Application
The Checkers3D Application
Appendix B. Installation Using Java Web Start
JWS Benefits
JWS Downsides
The JNLP Deployment File
Steps in Developing a JWS Application
A JWS Installer for BugRunner
A JWS Installer for Checkers3D
Another Way to Install Checkers3D
The JWS Portal Page
Third-Party Certificates
More Information
Colophon
About the Author
Colophon
Index
SYMBOL
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Page #338 (Index)
Page #339 (Index)
Killer Game Programming in Java
ISBN: 0596007302
EAN: 2147483647
Year: 2006
Pages: 340
Authors:
Andrew Davison
BUY ON AMAZON
Interprocess Communications in Linux: The Nooks and Crannies
Ending a Process
Summary
Using Broadcasting to Search for an RPC Service
Multiplexing I/O with select
Scheduling Threads
Certified Ethical Hacker Exam Prep
Summary
Key Terms
Protocols, Standards, and Applications
Fast Facts
Limited Warranty and Disclaimer
Software Configuration Management
Configuration Status Accounting
A Practical Approach to Documentation and Configuration Status Accounting
Configuration Management and Data Management
Appendix P Project Statement of Work
Appendix V Functional Configuration Audit (FCA) Checklist
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Defining Constants
Creating Simple Charts
Exploring Exponential and Logarithmic Functions
Using Classical Methods for Solving Equations
Exploring Resource Allocation Optimization Problems
User Interfaces in C#: Windows Forms and Custom Controls
Designing with Classes and Tiers
Classic Controls
Data Controls
MDI Interfaces and Workspaces
Dynamic User Interface
Digital Character Animation 3 (No. 3)
Chapter Six. Walking and Locomotion
Animating Walks
Animating the Face
Chapter Eight. Animal Motion
Characters and Story
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