My Account Log in

1 option

Killer game programming in Java / Andrew Davison.

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Davison, Andrew.
Language:
English
Subjects (All):
Computer animation--Handbooks, manuals, etc.
Computer animation.
Computer drawing--Handbooks, manuals, etc.
Computer drawing.
Video games--Programming.
Video games.
Java (Computer program language)--Handbooks, manuals, etc.
Java (Computer program language).
Physical Description:
1 online resource (998 p.)
Edition:
First edition.
Other Title:
Killer game programming
Place of Publication:
Beijing ; Sebastopol, California : O'Reilly Media, 2005.
Language Note:
English
System Details:
text file
Summary:
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers. Java developers new to graphics and game programming, as well as game developers n
Contents:
Table of Contents; 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; 2D Programming; 3D Programming; Network Programming; The Appendixes; Conventions Used in This Book; Using Code Examples; Comments and Questions; Safari Enabled; Acknowledgments; Why Java for Games Programming?; Java Is Too Slow for Games Programming; Swing Is Slow; My Program Is Slow Because of Java; 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 GamesFreeware/Shareware Games; Sun Microsystems Isn't Interested in Supporting Java Gaming; An Animation Framework; Animation as a Threaded Canvas; Synchronization Concerns; Application and Game Termination; Why Use Volatile?; Why Sleep?; Double Buffering Drawing; Adding User Interaction; Converting to Active Rendering; FPS and Sleeping for Varying Times; Timer Resolution; Am I Done Yet? (Nope); Improved J2SE Timers; Using Non-J2SE Timers; Measuring Timer Resolution; Java 3D Timer Bug Alert; Sleeping Better; Handling Sleep Inaccuracies; FPS and UPS
Separating Updates from RenderingPausing and Resuming; Other Animation Approaches; Swing Timer Animation; The Utility Timer; Worms in Windows and Applets; Preliminary Considerations; The Choice of Timer; Class Reuse; Testing for Speed; Class Diagrams for the WormChase Application; The Worm-Chasing Application; The Game Panel; User Input; The Animation Loop; Statistics Gathering; Drawing the Canvas; Storing Worm Information; Growing a Worm; Calculating a New Head Point; Choosing a Bearing; Dealing with Obstacles; Moving the Worm; Drawing the Worm; Testing the Worm; Worm Obstacles
Application Timing ResultsTiming Results Using currentTimeMillis(); WormChase as an Applet; The WormChaseApplet Class; The WormPanel Class; Timing Results; Compilation in J2SE 5.0; What Is a Type-Safe Collection?; Dealing with Raw Types in J2SE 5.0; Full-Screen Worms; An Almost Full-Screen (AFS) Worm; The AFS WormChase Class; Stopping Window Movement; Timings for AFS; An Undecorated Full-Screen (UFS) Worm; The UFS WormChase Class; The Game Panel; Button Behavior; Drawing the Game Canvas; Exiting the Game; Timings for UFS; A Full-Screen Exclusive Mode (FSEM) Worm; The FSEM WormChase Class
Setting Up Full-Screen Exclusive ModeDouble Buffering, Page Flipping, and More; Rendering the Game; Finishing Off; Displaying the Display Mode; Changing the Display Mode; Timings for FSEM; Timings at 80 to 85 FPS; An Introduction to Java Imaging; Image Formats; The AWT Imaging Model; The MediaTracker Class; ImageIcon; The Rise of JARs; AWT Image Processing; An Overview of Java 2D; The Graphics2D Class; Java 2D and Active Rendering; Buffering an Image; From Image to BufferedImage; The Internals of BufferedImage; BufferedImageOp Operations; Managed Images; VolatileImage; Java 2D Speed
Portability and Java 2D
Notes:
"Java gaming & graphics programming."
Includes index.
Description based on print version record.
ISBN:
9780596552909
0596552904
9781306816700
130681670X
9780596523640
0596523645
Publisher Number:
0596007302

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account