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Thursday, April 29, 2010

Developing Games in Java




Publisher : New Riders Publishing
Pub Date : August 20, 2003
ISBN : 1-5927-3005-1
Pages : 1008



Copyright
Preface
About the Author
About the Contributing Authors
About the Technical Reviewers
Acknowledgments

Introduction
Why Java?
What You Need
What Is in This Book
What's Not in This Book
About the Code in This Book
Using Ant
Summary

Part I. Java Game Fundamentals
Chapter 1. Java Threads
What Is a Thread?
Creating and Running Threads in Java
Synchronization
Using wait() and notify()
The Java Event Model
When to Use Threads
When Not to Use Threads
Sum It Up: Thread Pools
Summary

Chapter 2. 2D Graphics and Animation
Full-Screen Graphics
Images
Getting Rid of Flicker and Tearing
Simple Effects
Summary

Chapter 3. Interactivity and User Interfaces
The AWT Event Model
Keyboard Input
Mouse Input
Mouselook-Style Mouse Movement
Creating an Input Manager
Using the Input Manager
Designing Intuitive User Interfaces
Using Swing Components
Creating a Simple Menu
Letting the Player Configure the Keyboard
Summary

Chapter 4. Sound Effects and Music
Sound Basics
The Java Sound API
Playing a Sound
Creating a Real-Time Sound Filter Architecture
Creating a Real-Time Echo Filter
Emulating 3D Sound
Creating a Sound Manager
Playing Music
Summary

Chapter 5. Creating a 2D Platform Game
Creating a Tile-Based Map
Collision Detection
Finishing Things Up and Making It Fast
Creating an Executable .jar File
Ideas to Expand the Game
Summary

Chapter 6. Multi-Player Games
The Revolution in Java's I/O Libraries
ChatterBox, A Basic Multi-Player Application
Multi-Player Game Server Framework
A Sample Game: RPS (Rock, Paper, Scissors)
Complete the Look: Building on the Framework
Server Administration
Advanced Topics
Summary


Part II. 3D Graphics and Advanced Techniques
Chapter 7. 3D Graphics
Types of 3D Rendering
Don't Forget Your Math
3D Basics
3D Math
Polygons
3D Transforms
A Simple 3D Pipeline
Camera Movement
Solid Objects and Back-Face Removal
Scan-Converting Polygons
3D Clipping
Final Rendering Pipeline
Summary

Chapter 8. Texture Mapping and Lighting
Perspective-Correct Texture Mapping Basics
A Simple Texture-Mapper
Optimizing Texture Mapping
Simple Lighting
Implementing Texture Lighting
Advanced Lighting Using a Shade Map
Additional Concepts
Summary

Chapter 9. 3D Objects
Hidden Surface Removal
3D Animation
Polygon Groups
Loading Polygon Groups from an OBJ File
Game Objects
Managing Game Objects
Putting It All Together
Future Enhancements
Summary

Chapter 10. 3D Scene Management Using BSP Trees
BSP Tree Intro
Binary Tree Basics
The One-Dimensional BSP Tree
The Two-Dimensional BSP Tree
Implementing a 2D BSP Tree
Drawing Polygons Front to Back
First BSP Example
Drawing Objects in the Scene
Loading Maps from a File
Putting It All Together
Enhancements
Summary

Chapter 11. Collision Detection
Collision Basics
Object-to-Object Collisions
Object-to-World Collisions
Basic Collision-Detection Demo
Collision Handling with Sliding
Collision Detection with Sliding Demo
Enhancements
Summary

Chapter 12. Path Finding
Path-Finding Basics
Some Initial Path-Finding Attempts
Basics of the A* Algorithm
Applying the A* Algorithm
Using the A* Algorithm with a BSP Tree
Generic Path Finding
Making a PathBot
Enhancing the A* Search
Summary

Chapter 13. Artificial Intelligence
AI Basics
Take Away Those Godlike Powers!
State Machines and Reacting
Probability Machines
Making Decisions
Patterns
Object Spawning
Putting It All Together
Evolution
Other Game AI Ideas
Summary

Chapter 14. Game Scripting
Scripting Cookbook: What You Need
Implementing Touch and Release Notifications
Game Object Listeners
Scripting
Delayed Events
Putting It All Together
Enhancements
Summary

Chapter 15. Persistence—Saving the Game
Game-Saving Basics
Using Java's Serialization API for Game State Persistence
Creating Game Screen Snapshots
Saving Games to the Right Destination
Summary


Part III. Tuning and Finishing Your Game
Chapter 16. Optimization Techniques
Optimization Rules
Profiling
HotSpot
Optimization Tricks
Memory Usage and the Garbage Collector
Perceived Performance
Summary

Chapter 17. Creating Game Art and Sounds
Choosing a Look and Feel
Getting Royalty-Free Game Media
Working with Artists and Sound Effect Engineers
Tools
Creating Sounds
Creating Textures and Sprites
Creating Splash Screens and HUD Graphics
Creating UI Graphics
Creating Your Own Fonts
Summary

Chapter 18. Game Design and the Last 10%
The Last 10%
Elements of Game Design
Creating a Map Editor
Debugging
Protecting Code
Game Deployment
Game Deployment with Java Web Start
Game Deployment with Native Compilation
Updates and Patches
Bandwidth Issues
Getting Feedback and Beta Testing
Making Money
Putting It All Together
Summary

Chapter 19. The Future
How Java Evolves
The Future: Java 1.5 "Tiger"
What the Java Platform Needs
New Devices and the Java Games Profile (JSR 134)
Summary


Index

Download this book click here

2 comments:

  1. When Opening the .chm file it says it cannot navigate to page.!

    ReplyDelete
  2. Hey the link is dead, Is there any possible way you could send this to me ?

    ReplyDelete

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