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2D Graphics, Java2D and Images

Game programming techniques Introduction to GUI Introduction to databases Using the JDBC Introduction to networking Introduction to NIO networking. Notes Includes index. View online Borrow Buy Freely available Show 0 more links Set up My libraries How do I set up "My libraries"? Not open to the public La Trobe University Library. Bendigo Campus, Heyward Library. Open to the public ; University of Sydney Library. None of your libraries hold this item.

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Found at these bookshops Searching - please wait We were unable to find this edition in any bookshop we are able to search. These online bookshops told us they have this item:. Tags What are tags? Swing often comes under attack for being slow. Swing Another memory-related complaint is that the Java GUI components are created and controlled from Java, garbage collector is executing at poorly timed with little OS support; this increases their portability intervals, causing the application to halt for seconds and makes them more controllable from within a Java while the collector sweeps and cleans.

The JVM comes program. Speed is supposedly compromised because with several different garbage collectors, which collect Java imposes an extra layer of processing above the in various ways, and can be selected and fine-tuned OS. This is one reason why some games applications from the command line. Information on the still utilize the original Abstract Windowing Toolkit performance of the chosen collector can be gathered AWT —it's mostly just simple wrapper methods and analyzed, and Java SE 6 offers many tools for around OS calls.

GUI elements maintained by Swing, such as This complaint is the age old one of abstraction versus menu bars, button, and text fields, aren't needed, while speed and control. The details of the argument often mouse and keyboard processing is dealt with by the include the following statements: AWT.

3D World Simulation - Martin Baker

The latest versions of Java offer a very efficient 1. A crucial point about speed is knowing where to lay the blame when a program runs slowly. Often the Also forgotten are the advantages of object-oriented performance bottleneck in network games is the design, typified by UML, which makes complex, large network, not the Java language. J2SE 1. Java doesn't offer pointer arithmetic, and windowing environment, and allows an application to typical C-style memory leaks—such as out-of-bounds more directly access the underlying graphics hardware.

It permits techniques such as page flipping, and provides control over the screen's resolution and image However, these programmers may mean that objects depth.

19 - Camera - New Beginner 2D Game Programming

The principal aim of FSEM is to speed up which are no longer needed by the program are not graphics-intensive applications, such as games. A lot being garbage collected. Java games requiring these than 15 MB. NET 23 MB. There's also JInput, a very versatile Java- usage is growing rapidly. Opinions started to of an average game.

Java Game Programming

Also, Java SE 6's splash screen change only after the obvious success of games written feature can be employed to 'entertain' the user during in C, such as Doom and Dungeon Master, in the mid start-up. Also important was the appearance of cross- platform development tools that supported C, such as Renderware.

Java specifically, the JRE has to be on the Sony is the dominant console maker, having nearly machine before the application will run. Microsoft accounts for about 2.

Game programming

Downloading this can be very slow. Non-standard components are often required e. Java 3D , causing even more installation Nothing was ever officially released, although it is problems. It's not possible to compile the application for a limited access to the PS2's other hardware. The difficulties of this approach should be contrasted 6. They have a track record of 7.

The JRE is slower to start up compared to a native best-selling games, and can port games across the PS2, compiled application. Xbox, GameCube, and PCs. Adding an Entity Drawing Entities The Tile Occupier Additional Sprite Information Drawing a Tile Occupier A Sprite on a Tile Moving to Another Tile The Player Sprite Moving and Standing Still Drawing the Player Being Hit by an Alien Trying to Pick Up a Pickup The Alien Sprite Updating the AlienSprite The Quadrant-Based Alien Sprite Planning a Move Moving the AlienQuadSprite Moving the AlienAStarSprite Storing Tile Details Calculating the Cost to the Goal Further Reading Introducing Java 3D Java 3D DirectX or OpenGL?

The Scene Graph Some Java 3D scene graph nodes The HelloUniverse scene graph Java 3D Strengths Performance Unique Features Java Integration Documentation and Examples Criticisms of Java 3D for Games Programming Java 3D is slow because Java is slow Lack of Console Support No Real Java 3D Games Java 3D loaders for games Add-ons for gaming Roadmaps for the future Alternatives to Java 3D Java Bindings to OpenGL GL4Java JOGL Scene Graph APIs Xith3D OpenMind Jist3D JiD Aviatrix3D Kahlua Game Engine Bindings Auriga3D Jake2 Ogre4J Jirr Odejava A 3D Checkerboard: Checkers3D Class Diagrams for Checkers3D Integrating Java 3D and Swing Scene Graph Creation Lighting the Scene Floating Spheres Coloring the Spheres Positioning the Spheres The Floor The Colored Tiles Viewer Positioning Viewer Movement Viewing the Scene Graph Loading and Manipulating External Models An Overview of LoaderInfo3D Loaders in Java 3D Displaying a Model Scaling the Model Graph Traversal Output Turning the Shape Blue Drawing a Shape in Outline Making a Shape Almost Transparent Adding a Texture to a Shape Texture coordinates A tendency to strip Applying the texture to the shape An Overview of Loader3D Using Loader3D Creating the Scene Managing the Model Loading the Model Loading and Applying the Coords Data Handling Rotation Applying the rotation Making the Model Available Using a Lathe to Make Shapes Class Diagrams for Lathe3D Shapes with Curves and Lines Shapes with Colors Different Curve Rotations The Lathe Curve Specifying Curve Segments Implementation Calculating the Tangents Building the Entire Curve The Lathe Shape Creating the Geometry You Say You Want a Revolution Creating Texture Coordinates A Thin Problem Making an Appearance Subclassing the Lathe Shape An Elliptical Shape A Rhodonea Shape Class Diagrams for Tour3D Adding a Background Image Full-Screen Display Adding Scenery and Obstacles Obstacles The Basic 3D Sprite Visibility Movement and Rotation Obstacle and Boundary Detection Behaviors in Java 3D Controlling the Touring Sprite Setting Up TouristControls Keys Understood by TouristControls Viewpoint Initialization Moving the Camera Zooming the Camera Rotating the Camera Updating the Alien Sprite Animated 3D Sprites Keyframe Animation in This Chapter Class Diagrams for AnimTour3D The Animated 3D Sprite Loading the Poses Setting a Pose Sprite Activity Floor Boundary Detection Controlling the Sprite Animating the Sprite Adding an Animation Sequence Processing an Animation Operation A Full-Screen Version of the Application Creating the Full-Screen Scene Changing the Display Mode Pros and Cons of Keyframe Animation An Articulated, Moveable Figure The Articulated Figure Application Building the Figure Forward and Inverse Kinematics Forward Kinematics in Mover3D Class Diagrams for Mover3D Processing User Input The Commands Panel Processing a Command Making and Moving the Figure Orientating Limbs Creating the Scene Graph Processing Limb-Related Operations Figure Movement Modeling a Limb Growing a Limb Updating and Resetting Moving a Limb Moving an Elliptical Limb Other Articulated Figures Articulation and Mesh Deformation Articulation and Skinning Articulation and Morphing Particle Systems Particle Systems in Java 3D Referring to Float Arrays Synchronization Problems The Inner Class Coding Style Class Diagrams for Particles3D A Fountain of Points Updating the Points Updating Particles Triggering an Update A Fountain of Lines Initializing the Particles Particle Appearance Updating the Particle System A Fountain of Quads Specifying the Geometry Initializing Particle Movement Initializing Particle Texture Coordinates Initializing Particle Normals Updating the Particles Performance Results More Particle Systems Other Java 3D Approaches Non-Java 3D Approaches Flocking Boids A Flocking Application Scene Creation Adding Obstacles The boid shape Types of Boids Boid Movement Animating the Boid Velocity Rules Obstacle Avoidance Staying in Bounds The Prey Boid The Predator Boid Grouping the Boids Flock Behavior Animate the Boids Velocity Rules Again Velocity Rules and Other Flocks Goodbye Prey Lunch Time Shooting a Gun Class Diagrams for Shooter3D The Sound of Shooting Picking Scene Objects What to Pick in Shooter3D?

Controlling the Gun Preparing the Laser Beam Shooting the Beam Causing an Explosion Rotating the Explosion Displaying a Series of Images Picking with a Mouse Click From Mouse Click to Picked Object Finding Intersections Shooting Behavior Debugging Picking Rotating the Cone Making the Explosion Face the Viewer Firing the Beam More on Picking A First-Person Shooter Setting Up the Target Viewpoint Behaviors Adding an Image to the Viewpoint Why Use a GIF? Managing the Ammunition Shooting the Gun Managing a Laser Beam Firing a Beam Moving the Viewpoint A 3D Maze Class Diagrams for Maze3D Making a Maze Plan Generating a Maze Using Software The User Interface Managing the Maze Collision Detection Scenery Creation Making a Background Tiling the Floor The Textured Plane Viewpoint Creation The FOV Clip Distances