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Practical Java Game Programming
Short summary:
illustrates cutting-edge Java game programming concepts and techniques. Java Game Programming identifies the technological path developers need to take to make this happen ...
Long summary:Practical Java Game Programming Practical Java Game Programming Hingham, MA, June 2004: Charles River Media announces Practical Java Game Programming. Java 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 Javas 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. Each chapter includes working code examples that can stand alone for easy implementation into ones 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. The books 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. KEY FEATURES 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 JDK 1.5 in the book and on the companion site at www.charlesriver.com ABOUT THE AUTHORS Dustin 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. (www.zeitgeistgames.com). 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 Java 3D 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 (www.imilabs.com). Syrus Mesdaghi (Orlando, FL) is the professor for the A.I. ...
Source: www.charlesriver.com
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