Advanced Java Game Programming

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Название: Advanced Java Game Programming

Автор: David Wallace Croft

Издательство: Apress

Год: 2004

Страниц: 584

ISBN: 978-1-59059-123-9, 978-1-4302-0713-9

Формат: PDF

Размер: 13 Мб

Язык: English

Advanced Java Game Programming teaches you how to create desktop and Internet computer games using the latest Java programming language techniques. Whereas other Java game programming books focus on introductory Java material, this book covers game programming for experienced Java developers.

David Wallace Croft, founder of the Game Developers Java Users Group (GameJUG), has assembled an open-source reusable game library—a Swing animation engine that allows developers to use these techniques and put out new games very rapidly.

The open-source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is open source, including the example games. The animation has been scrupulously tested and optimized in the Swing environment, and Croft clearly explains how the code works in great detail. The graphics and audio libraries used in the examples are public domain and may also be used royalty-free for creating new games.

Content:

 

About the Author xi

About the Technical Reviewer xiii

Acknowledgments xv

Introduction xvii

Chapter 1 Development Setup 1

Upgrading to 1.4 1

Sticking to the Core 1

Playing the Demo Online 2

Exploring the Game Library 3

Introducing XML 7

Compiling with Ant 8

Using Open Source 13

Finding Multimedia for Your Games 17

Basics Example 19

Summary 34

Further Reading 34

Chapter 2 Deployment Frameworks 35

Deploying as an Applet 35

Deploying as an Executable JAR 49

Deploying with Java Web Start 51

Deploying Multiple Applets as One 60

Summary 86

Further Reading 86

Chapter 3 Swing Animation 87

ComponentAnimator 87

RepaintCollector 92

LoopGovernor 103

AnimatedComponent 114

Summary 125

Further Reading 125

Chapter 4 Animation Library 127

ComponentPainter Implementations 127

ComponentUpdater Implementations 147

ComponentAnimator Implementations 154

Sprite Implementations 168

Summary 184

Chapter 5 Advanced Graphics 185

Hardware-Accelerated Images 185

Multi-Buffering and Multi-Threading 193

Full-Screen Exclusive Mode . 206

Summary 227

Further Reading 228

Chapter 6 Persistent Data 229

Data Formats 229

Persistence Mechanisms . 250

Data Integrity 274

Summary 278

Further Reading 278

Chapter 7 Game Architecture 279

Interfaces 279

Inheritance 280

Destination Mars 283

Model-View-Controller 284

Composite MVC 311

Data-Driven Design 338

Summary 344

Further Reading 345

Chapter 8 A* Algorithm 347

Cartographer 348

Nodelnfo 349

AStar 351

AStarTest 358

SpaceTester 363

GridCartographer 364

GradientCartographer 367

TankConsole 371

TankOperator 372

StateSpaceNode 373

TankCartographer 374

DefaultTankOperator 376

PlayerTankOperator 381

Summary 384

Further Reading 385

Chpater 9 HTTP Tunneling 387

Testing the Example 388

Reusable Client-Side Code 390

Game-Specific Client-Side Code 409

Reusable Server-Side Code 415

Game-Specific Server-Side Code 420

Packaging the WAR 424

Summary 426

Further Reading 427

Chapter 10 HTTP Polling 429

Testing the Example 429

Reusable Client -Side Code 430

Game-Specific Client Code 444

Reusable Server-Side Code 460

Game-Specific Server-Side Code 463

Summary 485

Further Reading 485

Chapter 11 HTTP Pulling 487

Testing the Example 487

Reusable Client-Side Code 490

Game-Sped fic Client -Side Code 494

Server-Side Code 514

Following the Message 528

Extending the Example 532

Summary 532

Further Reading 533

Appendix A Source Code Index 535

Appendix B Introducing CVS 541

Checking out the Code 541

Creating Your Own Project 542

Programming in Parallel 546

Further Reading 548

Index 549

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