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Beginning Java SE 6 Game Programming Paperback – January 18, 2011

ISBN-13: 978-1435458086 ISBN-10: 1435458087 Edition: 3rd
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Editorial Reviews

Review

Part I: JAVA FOR BEGINNERS. 1. Getting Started With Java. 2. Java Programming Essentials. 3. Creating Your First Java Game. Part II: JAVA GAME PROGRAMMING. 4. Vector-Based Graphics. 5. Bitmap-Based Graphics. 6. Simple Sprites. 7. Animated Sprites. 8. Keyboard and Mouse Input. 9. Sound Effects and Music. 10. Timing and the Game Loop. Part III: THE GALACTIC WAR PROJECT. 11. Galactic War: From Vectors to Bitmaps. 12. Galactic War: Sprites and Collision Boxes. 13. Galactic War: Squashed By Space Rocks. 14. Galactic War: Entity Management. 15. Galactic War: Finishing The Game. 16. Galactic War: Web Deployment. Part IV: APPENDICES. Appendix A: Chapter Quiz Answers.

From the Author

Part I - Java For Beginners
Chapter 1 - Getting Started With Java
Chapter 2 - Java Programming Essentials
Chapter 3 - Creating Your First Java Game
 
Part II - Java Game Programming
Chapter 4 - Vector-Based Graphics
Chapter 5 - Bitmap-Based Graphics
Chapter 6 - Simple Sprites
Chapter 7 - Animated Sprites
Chapter 8 - Keyboard and Mouse Input
Chapter 9 - Sound Effects and Music
Chapter 10 - Timing and the Game Loop
 
Part III - The Galactic War Project
Chapter 11 - Galactic War: From Vectors to Bitmaps
Chapter 12 - Galactic War: Sprites and Collision Boxes
Chapter 13 - Galactic War: Squashed By Space Rocks
Chapter 14 - Galactic War: Entity Management
Chapter 15 - Galactic War: Finishing the Game
Chapter 16 - Galactic War: Web Deployment

Source code for the projects in this book may be downloaded from the online resources provided.
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Product Details

  • Paperback: 400 pages
  • Publisher: Cengage Learning PTR; 3 edition (January 18, 2011)
  • Language: English
  • ISBN-10: 1435458087
  • ISBN-13: 978-1435458086
  • Product Dimensions: 7.4 x 0.9 x 9.1 inches
  • Shipping Weight: 1.7 pounds (View shipping rates and policies)
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #274,236 in Books (See Top 100 in Books)

More About the Author

Jon Harbour is a software developer with a master's in information systems. He taught game development as a full-time associate professor for five years and has worked on software in diverse fields, from healthcare to aerospace. He enjoys reading, tinkering with cars, and playing video games.

Professionally, he flip-flops between software developer and writer. They occasionally merge and then drift apart. He has gone full time as a writer from time to time. (Note: It's hard to earn a living as a writer! Ask Edgar Allan Poe...). Having all but given up on consoles, he enjoys firing up a good PC game at the end of the day.

He can be reached at jharbour.com.

Customer Reviews

3.5 out of 5 stars

Most Helpful Customer Reviews

21 of 23 people found the following review helpful By Kenneth W. Brown on February 18, 2011
Format: Paperback Verified Purchase
Sadly, this is probably one of the best Java game programming books out there, but there is much more to be desired. Being a Java developer, this was perfect for my needs. The book provided the methods of game programming logic that I needed. Unfortunately, even if you're a beginning Java programmer, I would suggest something else. If you don't want to write Java web-applets (which I don't even know many that do), or at least pair it with something that will teach you programing Java applications.

Even though it is known that you need to understand Java, this book takes that statement even further. At the beginning, the author wastes two chapters rambling about things you would find in a beginning Java book, and then contradicts himself a couple paragraphs later. Not only that, bits of code, like the initializing html file for Java applets is mentioned before you even need it; then never brought up again when you actually need the code. After half a chapter of different IDEs for Java, you're given code, and instructions that don't even work for setting up a text editor claiming to be an IDE.

Ignoring these things, I continued on through the book, only to realize that it was even more clumsy than I thought. Once you start entering code, and get to the point of testing; hope that you did not mess anything up through the pages of inconsistent spacing, and poor programming; because the author neglected to provide any way to find the sources for the book. After using a search engine as a citing resource, then traversing his site; I found the source code from the 2nd edition, that was exactly the same code as the only code for the 3rd edition.
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4 of 4 people found the following review helpful By Dave H on March 17, 2011
Format: Paperback Verified Purchase
Reading this book, I have come to notice that the author is very disorganized and like to stray off subject in this book. It offers sum notoriety onto how java works, but it fails to explain. if you have read a basic java book you will be fine, if not make it a point to order a reference book to look back to for help.

If you have read a java book or have one at your side well reading this, you will learn alot of intresting things that are overlooked in other books. I was looking for a book to show me what i needed to know to make a game, and i found it. This book will show you how to creat 2D Java Apllets and Java Aplications.
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3 of 3 people found the following review helpful By Sean W. on September 15, 2011
Format: Paperback
This book is about what is says. Straight up game programming. There is no fluff about it. Not like the other books which give you a bunch of theory, Jonathon is straight to the point. When you are finished reading this book, you will have written a clone of the 1980's Asteroid Game with sound and everything. While not required, a physics background does help for some of the explanations. I have read 4 of Jonathon's books and am reading his book on Python right now. Definitely an author to check out!!! You won't be sorry.
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1 of 1 people found the following review helpful By Dave on October 22, 2014
Format: Paperback
I learned java as well as game programming from reading this book. I did have a background in other programming languages though.
Once I started reading I couldn't put it down. Learned so much from this book. I write this review 2 years after I finished reading it and I can tell you I still use code and ideas from it today. I've written many other games since, all of them have evolved from the game engine built in the later chapters. Its a great starting point which can be built on, improved and reused to make many different 2d applet games.
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1 of 1 people found the following review helpful By Amazon Customer on August 3, 2013
Format: Paperback Verified Purchase
As a "Beginning Java SE 6 Game Programming", I don't see anything wrong with the book. Need to say that I like the book up to chapter 14. Adding Game class, one more layer of abstraction, is too complicated. However, I confess that I am not OOP purist or enthusiast. Codes can be downloaded from publisher's site.
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6 of 9 people found the following review helpful By Jacek Laskowski on April 18, 2011
Format: Paperback
I'd never been engaged in any game development affair, but I kept remembering the days when I was thinking what it'd take to develop a game in Java.

A few weeks before a conference where I'm showing up with Clojure with the aim to highlight it as "a Java library for some concurrency improvements" (from "What is your opinion on Clojure?" at StackOverflow), the idea of performing game development with Clojure on stage crossed my mind. At that time I considered game development as a tough exercise, mostly for its heavy use of threads and concurrency, and I didn't feel well-prepared to tackle it (which was the reason to pick up Clojure in the first place). That's when I stumbled upon "Beginning Java SE 6 Game Programming, Third Edition" by Jonathan S. Harbour. It quickly caught my attention and I spent the whole weekend to have read the book.

After a glimpse at the table of contents, I crossed out the first two chapters (which seemed more concerned with introduction to Java programming language than anything else, not to mention game programming) and begun reading the Chapter 3: Creating Your First Java Game. As it turned out, the Chapter 16: Galactic War: Web Deployment wasn't worth my reading either where "Packaging an Applet in a Java Archive (JAR)" and "Creating an HTML Host File for Your Applet" were discussed.

The writing style was concise, engaging and easy to follow. Each and every chapter didn't take too long to finish and comprehend the content.

The Chapter 3: Creating Your First Java Game went very smoothly and was the first to let me feel empowered to develop a very first game in Java. It showed exactly what I was after meaning I could read about what Java SE classes I should use for a very simple yet complete, vector graphics game.
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