Killer game programming in Java: [Java gaming & graphics programming]
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Beijing ; Cambridge ; Farnham ; Köln ; Paris ; Sebastopol ; Taipei ; Tokyo
O'Reilly
2005
|
Ausgabe: | 1. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXIV, 969 S. Ill., graph. Darst. 24 cm |
ISBN: | 0596007302 |
Internformat
MARC
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245 | 1 | 0 | |a Killer game programming in Java |b [Java gaming & graphics programming] |c Andrew Davison |
250 | |a 1. ed. | ||
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Datensatz im Suchindex
DE-BY-863_location | 1911 |
---|---|
DE-BY-FWS_call_number | 1911/2015:0716 |
DE-BY-FWS_katkey | 382963 |
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adam_text | Titel: Killer game programming in Java
Autor: Davison, Andrew
Jahr: 2005
Table of Contents
Preface xv
1. WhyJava for Games Programming? 1
Java Is Too Slow for Games Programming 2
Java Has Memory Leaks 3
Java Is Too High-level 4
Java Application Installation Is a Nightmare 5
Java Isn t Supported on Games Consoles 5
No One Uses Java to Write Real Games 7
Sun Microsystems Isn t Interested in Supporting Java Gaming 10
2. An Animation Framework 13
Animation as a Threaded Canvas 14
Adding User Interaction 20
Converting to Active Rendering 21
FPS and Sleeping for Varying Times 22
Sleeping Better 31
FPS and UPS 34
Pausing and Resuming 37
Other Animation Approaches 39
3. Worms in Windows and Applets 46
Preliminary Considerations 47
Class Diagrams for the WormChase Application 48
The Worm-Chasing Application 48
The Game Panel 50
Storing Worm Information 59
Worm Obstacles
Application Timing Results • ^
WormChase as an Applet 70
Compilation in J2SE 5.0 7-^
4. Full-Screen Worms 76
An Almost Full-Screen (AFS) Worm 77
An Undecorated Full-Screen (UFS) Worm 82
A Full-Screen Exclusive Mode (FSEM) Worm 89
Timings at 80 to 85 FPS 103
5. An Introduction to Java Imaging 105
Image Formats ... 105
The AWT Imaging Model 106
An Overview of Java 2D 110
Buffering an Image 113
Managed Images 120
Volatilelmage 121
Java 2D Speed 122
Portability and Java 2D 122
JAI 123
6. Image Loading, Visual Effects, and Animation 124
Loading Images 126
Applying Image Effects 134
Displaying Image Sequences 144
Visual Effects for V Images 147
Packaging the Application as a JAR 175
7. Introducing Java Sound 173
Applet Playing jyg
The AudioClip Class
The Sound Player ^ g2
The Java Sound API ^
Sampled Audio
MIDI 185
T c , 197
Java Sound API Compared with JMF and JOAL 202
Java Sound API Resources JSSl
Audio Resources
204
vl | Table of Contents
8. Loading and Playing Sounds 205
Loader Design and Implementation Issues 207
Testing the Loaders 209
The Sounds Panel 213
The Clips Loader 214
Storing Clip Information 216
The Midi Sequences Loader 219
Storing Midi Information 223
LoadersTests as a JAR File 225
9. Audio Effects 226
Audio Effects on Sampled Audio 226
Audio Effects on MIDI Sequences 236
10. Audio Synthesis 249
Sampled Audio Synthesis 249
MIDI Synthesis 255
Audio Synthesis Libraries 268
11. Sprites 270
Bats, Balls, and Sprites 270
Class Diagrams for BugRunner 272
The Bug Starts Running 273
The Animation Framework 274
Defining a Sprite 279
Coding a Sprite 280
Specifying a Sprite with a Statechart 284
The Ball Sprite 287
Defining the Bat 293
12. A Side-Scroller 298
Jumping] ack in Layers 299
Class Diagrams for JumpingJack 300
Start Jack Jumping 303
The Animation Framework 303
Managing the Ribbons 313
Wraparound Ribbons 314
Managing the Bricks 320
Storing Brick Information 333
Table of Contents | vii
334
The Fireball ^
The Jumping Sprite ^
Other Side-Scroller Examples
344
Tiling Software
345
13. An Isometric Tile Game
346
Isometric Tiles
Class Diagrams for AlienTiles
The Animation Framework
Managing the World
Managing Worldltems
The Tile Occupier
A Sprite on a Tile
350
352
356
363
366
368
The Player Sprite ^70
The Alien Sprite ^73
The Quadrant-Based Alien Sprite 376
The A*-Based Alien Sprite 378
Storing Tile Details 383
Further Reading 384
14. Introducing Java 3D 387
Java 3D 387
Java 3D Strengths 392
Criticisms of Java 3D for Games Programming 394
Alternatives to Java 3D 402
15. A 3D Checkerboard: Checkers3D 407
Class Diagrams for Checkers3D 408
Integrating Java 3D and Swing 409
Scene Graph Creation 410
Floating Spheres 413
The Floor 415
Viewer Positioning 419
Viewer Movement 420
Viewing the Scene Graph 421
16. Loading and Manipulating External Models 424
An Overview of LoaderInfo3D 426
Loaders in Java 3D
viii J Table of Contents
Displaying a Model 430
Examining a Model s Scene Graph 433
Adjusting a Model s Shape Attributes 435
An Overview of Loader3D 444
Using Loader3D 446
Creating the Scene 449
Managing the Model 450
Building the Model s Scene Graph 451
17. Using a Lathe to Make Shapes 459
Class Diagrams for Lathe3D 461
Creating the Scene 462
The Lathe Curve 468
The Lathe Shape 474
Subclassing the Lathe Shape 482
18. 3D Sprites 487
Class Diagrams for Tour3D 488
Creating the Scene 489
The Basic 3D Sprite 495
The User s Touring Sprite 500
The Alien Sprite 500
Behaviors in Java 3D 502
Controlling the Touring Sprite 504
Updating the Alien Sprite 510
19. Animated 3D Sprites 512
Class Diagrams for AnimTour3D 513
Creating the Scene 514
The Animated 3D Sprite 515
Controlling the Sprite 520
Animating the Sprite 520
Full-Screen Exclusive Mode (FSEM) 525
A Full-Screen Version of the Application 525
Pros and Cons of Keyframe Animation 530
20. An Articulated, Moveable Figure 531
The Articulated Figure Application 531
Forward and Inverse Kinematics 535
Table of Contents | ix
Class Diagrams for Mover3D ^
Creating the Scene
Processing User Input
The Commands Panel
Making and Moving the Figure 543
553
Modeling a Limb
Moving a Limb
Other Articulated Figures
Articulation and Mesh Deformation 562
Articulation and Skinning ¦
Articulation and Morphing 563
21. Particle Systems 565
Particle Systems in Java 3D 568
Class Diagrams for Particles3D 571
Creating the Scene 572
A Fountain of Points 574
A Fountain of Lines 578
A Fountain of Quads 580
Performance Results 587
More Particle Systems 589
Other Java 3D Approaches 589
Non-Java 3D Approaches 590
22. Flocking Boids 592
A Flocking Application 594
Scene Creation 596
Adding Obstacles 597
Types of Boids 600
Grouping the Boids 607
Flock Behavior 60g
23. Shooting a Gun 614
Class Diagrams for Shooter3D ^16
Scene Creation ^7
The Sound of Shooting ^7
Picking Scene Objects 619
Controlling the Gun 622
Preparing the Laser Beam « .
x | Table of Contents
Causing an Explosion 627
Picking with a Mouse Click 631
Shooting Behavior 634
Firing the Beam 639
More on Picking 640
24. A First-Person Shooter 642
Class Diagrams for FPShooter3D 643
Setting Up the Target 644
Positioning and Moving the User s Viewpoint 645
Initializing the User s Viewpoint 647
Adding an Image to the Viewpoint 648
Managing the Ammunition 650
Managing a Laser Beam 651
Moving the Viewpoint 654
25. A 3D Maze 656
Class Diagrams for Maze3D 657
Making a Maze Plan 659
The User Interface 662
Managing the Maze 663
Scenery Creation 666
Tiling the Floor 668
Viewpoint Creation 670
The Back Facing Camera 676
Moving the Viewpoint 679
The Bird s-Eye View 681
Related Approaches to Scene Generation 685
26. Fractal Land 686
Class Diagrams for the Fractal Land 688
Building the Fractal Land 689
Creating the Landscape 691
Constructing the Ground 697
Generating a Fractal Landscape 701
Responding to Key Presses 705
Terrain Following and Collision Avoidance 706
Placing Objects in the Scene 707
Other Fractal Landscapes 709
TableofContents | xi
27. Terrain Generation with Terragen
Class Diagrams for Terra3D .
Terragen 72Q
Scenery Creation 722
Building the Landscape _
/ Zo
Making 3D Scenery
Adding Landscape Walls ^
Creating Ground Cover 1
Moving over the Surface
Finding the Surface Height
Accelerating Terrain Following 743
More on Terrain Generation J 745
28. Trees That Grow 749
Class Diagrams for Trees3D 751
Creating the Scene 752
Building a Tree Limb 755
Executing the Rules 761
Displaying Leaves 764
Comparison with L-Systems 766
29. Networking Basics 769
The Elements of Network Communication • 770
The Client/Server Model ¦ 776
The Peer-to-Peer Model 778
Client/Server Programming in Java •• 780
P2P Programming in Java • 805
Firewalls 808
Other Kinds of Java Networking 816
30. Network Chat 817
Threaded TCP Clients and Server 818
UDP Multicasting Clients and a Name Server 824
Clients Using a Servlet as a Server 831
31. A Networked Two-Person Game 844
The Standalone Tic-Tac-Toe Game 845
The Networked Tic-Tac-Toe Game 858
xii | Table of Contents
32. A Networked Virtual Environment 878
Background on NVEs 879
An Overview of NetTour3D 884
Scene Creation on the Client 887
Defining Sprites 888
Local Sprites 890
Watching the Server 893
Server Activities 899
Other Java NVEs 902
A. Installation Using install4j 905
B. Installation Using Java Web Start 921
Index 953
Table of Contents | xiii
|
any_adam_object | 1 |
author | Davison, Andrew |
author_GND | (DE-588)1012436535 |
author_facet | Davison, Andrew |
author_role | aut |
author_sort | Davison, Andrew |
author_variant | a d ad |
building | Verbundindex |
bvnumber | BV020008180 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 250 ST 324 SU 500 |
ctrlnum | (OCoLC)254513517 (DE-599)BVBBV020008180 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
edition | 1. ed. |
format | Book |
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id | DE-604.BV020008180 |
illustrated | Illustrated |
indexdate | 2024-08-01T10:48:24Z |
institution | BVB |
isbn | 0596007302 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-013329790 |
oclc_num | 254513517 |
open_access_boolean | |
owner | DE-Aug4 DE-1051 DE-M347 DE-11 DE-863 DE-BY-FWS DE-B768 |
owner_facet | DE-Aug4 DE-1051 DE-M347 DE-11 DE-863 DE-BY-FWS DE-B768 |
physical | XXIV, 969 S. Ill., graph. Darst. 24 cm |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | O'Reilly |
record_format | marc |
spellingShingle | Davison, Andrew Killer game programming in Java [Java gaming & graphics programming] Computerspiel - Graphische Programmierung - Java 3D Computerspiel - Graphische Programmierung - Java <Programmiersprache> Computerspiel - Programmierung - Java 3D Computerspiel - Programmierung - Java <Programmiersprache> Computer animation Handbooks, manuals, etc Computer drawing Handbooks, manuals, etc Computer games Programming Java (Computer program language) Handbooks, manuals, etc Computerspiel (DE-588)4010457-6 gnd Java Programmiersprache (DE-588)4401313-9 gnd Programmierung (DE-588)4076370-5 gnd Java 3D (DE-588)4573808-7 gnd Graphische Programmierung (DE-588)4337137-1 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4401313-9 (DE-588)4076370-5 (DE-588)4573808-7 (DE-588)4337137-1 |
title | Killer game programming in Java [Java gaming & graphics programming] |
title_auth | Killer game programming in Java [Java gaming & graphics programming] |
title_exact_search | Killer game programming in Java [Java gaming & graphics programming] |
title_full | Killer game programming in Java [Java gaming & graphics programming] Andrew Davison |
title_fullStr | Killer game programming in Java [Java gaming & graphics programming] Andrew Davison |
title_full_unstemmed | Killer game programming in Java [Java gaming & graphics programming] Andrew Davison |
title_short | Killer game programming in Java |
title_sort | killer game programming in java java gaming graphics programming |
title_sub | [Java gaming & graphics programming] |
topic | Computerspiel - Graphische Programmierung - Java 3D Computerspiel - Graphische Programmierung - Java <Programmiersprache> Computerspiel - Programmierung - Java 3D Computerspiel - Programmierung - Java <Programmiersprache> Computer animation Handbooks, manuals, etc Computer drawing Handbooks, manuals, etc Computer games Programming Java (Computer program language) Handbooks, manuals, etc Computerspiel (DE-588)4010457-6 gnd Java Programmiersprache (DE-588)4401313-9 gnd Programmierung (DE-588)4076370-5 gnd Java 3D (DE-588)4573808-7 gnd Graphische Programmierung (DE-588)4337137-1 gnd |
topic_facet | Computerspiel - Graphische Programmierung - Java 3D Computerspiel - Graphische Programmierung - Java <Programmiersprache> Computerspiel - Programmierung - Java 3D Computerspiel - Programmierung - Java <Programmiersprache> Computer animation Handbooks, manuals, etc Computer drawing Handbooks, manuals, etc Computer games Programming Java (Computer program language) Handbooks, manuals, etc Computerspiel Java Programmiersprache Programmierung Java 3D Graphische Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=013329790&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT davisonandrew killergameprogramminginjavajavagaminggraphicsprogramming |
Inhaltsverzeichnis
THWS Würzburg Magazin
Signatur: |
1911 2015:0716 |
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Exemplar 1 | ausleihbar Verfügbar Bestellen |