Practical Java Game Programming
Product DescriptionJava
is gaining more and more acceptance in the game development community,
and with good commercial-quality Java games on the market, it will
become a definitive choice. Practical Java Game Programming identifies
the technological path developers need to take to make this happen.
It
explores and illustrates cutting-edge Java game programming concepts
and techniques through specific explanations from existing Java game
projects, with fully executable example code. Intended for both Java
programmers new to game development, and for game programmers
interested in Java, the book offers usage patterns that leverage Java’s
strengths and points out weaknesses to avoid. It teaches Java
programmers how to deliver outstanding games and details the specific
issues in Java to make game development straightforward and efficient.
Java
has always provided a powerful platform on which to develop interactive
content, and with the addition of the Java Technology Group’s gaming
APIs, Java becomes a third-party platform choice and delivery model for
game developers. Each chapter includes working code examples that can
stand alone for easy implementation into one’s own projects, or be used
toward the creation of a fully functional demo game. This allows
beginning programmers to follow the topics step-by-step, and more
experienced programmers to use specific areas of interest. Although
this book is centered on Java and the platform technologies, its
message is for developers to maintain a wide view regarding new
technologies, as well as to keep creative ingenuity intact while
implementing games on the Java platform. Highlights
* Provides a complete guide to Java game development for Java programmers new to game development
*
Focuses on Java specific topics such as performance issues and the
virtual machine, garbage collection, Just-in-Time (JIT) compiler,
native timers, and Java as a scripting language
* Covers 3D game
development issues including the new Java bindings for OpenGL (JOGL),
using JOGL to make a 3D Render Engine, and Collision Detection and
Response
* Includes a chapter on “Local Area Networks for Java
Games” by Jeff Kesselman, the Sun Game Server Architect, and “Game
dbases and JDBC” by Sun Certified Java 2 Programmer, Will Bracken
*
Explains genre specific issues for sports, puzzle, racing, strategy,
action/adventure, and massively multiplayer online role-playing games
* Provides up-to-date information on J2SDK 1.5 in the book and on the companion site On The CD-ROM
* FIGURES: all the figures from the book by chapter
* CODE: examples, libraries, and materials from each chapter
* SUN
J2SDK: the latest version of the Sun J2SDK 1.4.2_04 as well as Java3D
and JOGL for Linux, Mac OSX and Win32 SYSTEM REQUIREMENTS:
Windows
2000 or better, Linux or Mac OSX; Pentium 1Ghz or better, 100MB free
hard drive space. For 3D graphics examples, OpenGL 1.2 accelerated
video support is required. For some 3D graphics examples full OpenGL
1.4 support is required.
About the AuthorDustin
Clingman (Oviedo, FL) is a professor of Game Design and Development at
Full Sail Real World Education and President of the game studio
Zeitgeist Games, Inc. He frequently speaks at IGDA events and
conferences around the country. Shawn Kendall (Winter Park, FL) is the
professor for Real Time 3D Graphics at Full Sail and has developed
cutting edge Java and Java3D based game technology demos for both Full
Sail and Sun Microsystems. He is the founder of Immediate Mode
Interactive, LLC, a Java game technology company. Syrus Mesdaghi
(Orlando, FL) is the professor for the A.I. course at Full Sail, has
developed cutting edge game technology for both Full Sail and Sun
Microsystems and is active in Java gaming and A.I. communities.
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