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Developing Games in Java [Paperback]

by David Brackeen, Bret Barker, Lawrence Vanhelsuwe
4.6 out of 5 stars  See all reviews (27 customer reviews)

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Book Description

August 31, 2003 1592730051 978-1592730056 1

If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.


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Developing Games in Java + Killer Game Programming in Java + Beginning Java SE 6 Game Programming
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Editorial Reviews

From the Author

"During the course of writing Developing Games in Java, I would inform friends that I secured the movie rights to the book. My sister kept saying that I was going to end up on Oprah's book club. On breaks I would get a head rush from standing up too fast, and have hallucinations of 3D vectors, anonymous inner classes, and graph algorithms implemented in Java. I would walk into the living room and say "I can see in 3D!" and my roommate would just nod politely.

But I try to keep the blatant lies out of this book. Instead, Developing Games in Java is filled with tons of useful game programming information. And not just because New Riders chained me to my desk - mostly because people wouldn't stop bothering me until I told them everything I know. Which is a good thing, because I tend to forget everything I know, but now that I've written it down, I can re-learn stuff I've forgotten. If it's too confusing, you can always wait for "Developing Games in Java: The Movie" coming in 2004.

From the Back Cover

If you already have experience programming games with Java, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.


Product Details

  • Paperback: 1008 pages
  • Publisher: New Riders; 1 edition (August 31, 2003)
  • Language: English
  • ISBN-10: 1592730051
  • ISBN-13: 978-1592730056
  • Product Dimensions: 9.1 x 7.4 x 1.7 inches
  • Shipping Weight: 3.6 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (27 customer reviews)
  • Amazon Best Sellers Rank: #444,239 in Books (See Top 100 in Books)

Customer Reviews

Most Helpful Customer Reviews
97 of 98 people found the following review helpful
5.0 out of 5 stars Great coverage of the basics of GAMES, not just Java September 10, 2003
By gerryg
Format:Paperback|Verified Purchase
I've reviewed a few other Java game programming books and they're pretty much all stinkers. This one is head and shoulders and feet above the others. And it assumes you know at least some Java and don't have to be hand-held through a dozen chapters of the language basics before they think you're competent enough to get a peek at writing a lame card game or bouncing-ball applet like the other books do. I've only spent a day with this book and have not attempted to compile any code, so keep that in mind while reading the rest of this review. Speaking of code, this is not a code-listing book. It definitely has code in it and dissects it, but the ratio of text to code is very appropriate.
Right off the bat in chapter 1 David starts with a chapter on Threads! Then he moves on to several chapters of 2D graphics and animation and builds a complete 2D scroller in chapter 5! You're probably liking what you're hearing so far if you've read any of the other java game programming books. The next several chapters spend some time on understanding and then programming 3D graphics (great chapters, BTW), then moves on to collision detection, AI and pathfinding, game scripting (using BeanShell - excellent choice), optimization, and more. Somewhere in there is a chapter on multiplayer networking.
All chapters build on the previous ones. The examples all seem worthwhile and demonstrate the concepts and techniques. This is real meat & potatoes game programming, and as the author points out, just happens to be implemented in Java. It looks to me like this guy really knows Java well (I'm a professional Java/J2EE programmer) and points out everything you need to know about using it to implement the game programming concepts.
A few minor nits and notes.
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24 of 24 people found the following review helpful
5.0 out of 5 stars Excellent intermediate book on Java game programming December 21, 2005
Format:Paperback|Verified Purchase
This is one of two excellent books on the subject of game programming in the Java programming language, the other being "Killer Game Programming in Java" by Davison. If you are serious about programming games in Java you should probably own them both, but start with this one since it starts out slower with simpler concepts. The book is divided into three parts. The first part "Java Game Fundamentals" discusses threading, 2D graphics and animation, interactivity and user interfaces, and sound effects and music. These chapters are good for anyone interested in Java multimedia programming in general. Part one of the book finishes up with chapters on 2D platform games and multi-player games in Java using the tools learned in the previous chapters. Part two moves the discussion from 2D to 3D gaming. There are chapters on 3D graphics, texture mapping and lighting, 3D objects, 3D scene management, and collision detection. All of these chapters are written more from a general algorithmic standpoint for 3D graphics rather than going into details on Java3D. The next chapters in the 3D section are not really about 3D graphics at all, instead they are about artificial intelligence in the context of games, algorithms, and Java implementations. The final part of this book, "Tuning and Finishing Your Game" has chapters on the odds and ends of game programming such as optimization, creating art and sound for your game, debugging, deployment, and finally the future of game programming. This book is very thorough and accessible and stays on the subject of game programming in Java, all the while not coddling the reader and expecting the reader to already be a Java programmer who wishes to apply his/her talents to game programming. Read more ›
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19 of 19 people found the following review helpful
Format:Paperback|Verified Purchase
There are many, many book for the amateur or beginning game programmer around, but most of them stink, and for some reason the Java game programming ones stink even more! This book is an exception to the rule, and it is way over the average, especially compared with the other books in this very sloppy and superficial New Riders's game programming series. No tome fattening explaining the fundamentals of Java, just the raw meat of useful game programming techniques. Threading, full screen, Swing, double buffering, animation, a little 2D scroller, up to date NIO game networking, fundamentals of 3D graphics, BSP trees, AI, scripting...you will find all these cookies inside the book! The "level of detail" of course varies from subject to subject, do not expect a through , complete, super-extensive treatment, but all the subjects are covered in more than decent depth. I have only one critique: The author's code doesn't use any form of 3D acceleration. I understand that this way the code can be more interesting.. as you are forced to learn more about what it takes to put a 3D object on the screen, but still software rendering is history now. The author is definitely too young and inexperienced to be a game programming guru, and sometimes his explanations are a bit vague and too "code-oriented", but he is definitely a very talented programmer and a good technical writer... on his way to gurudom! ;)
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11 of 11 people found the following review helpful
5.0 out of 5 stars Excellent book February 11, 2004
Format:Paperback
I have read countless books on games and Java and all those pale in comparision to this book. It teaches one thing: how to make games in Java. It doesn't walk the reader through the API like some books; it doesn't simply port games from C++. It has a very logical flow starting with threading, going next to 2d graphics, sound, 3d objects, and even much information on AI, scripting and optimization. This is the ultimate book for those who want to know how to program 2D/3D Java games.
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Most Recent Customer Reviews
4.0 out of 5 stars Very helpful, covers many things but lacks explanations in some areas
I recently had a chance to finally sit down and get around to this book, and it is helpful and covers many things, however there are times in this book when it puts a program... Read more
Published 6 months ago by howg
5.0 out of 5 stars Awesome
Although this book examples are developed in Java, it gives you a lot of insight on how to build a game engine in any language. Read more
Published on January 22, 2012 by Andre C. Bandarra
5.0 out of 5 stars Excellent & Thorough.
This book starts off with the foundations to any game: Threads, how to display stuff, interpret input, and audio. All with their own chapter. Read more
Published on July 19, 2011 by Bitza
5.0 out of 5 stars Good for beginners
It's a great book for anyone that is starting to learn Game Development. It has a little game that is developed along the chapters of the first part of the book, so you can build... Read more
Published on February 27, 2011 by Augusto Righetti
5.0 out of 5 stars Nice
Very nice. I had ran across some of the code from the book on a repository on-line so sought it out. Read more
Published on February 5, 2010 by J. Lewis
5.0 out of 5 stars Great for game developing using JAVA.
Pretty darn great book!
Chapter 1 starts with threads, locking and multithreading animation!!
This is for serious programmers, serious game developers... Read more
Published on December 10, 2007 by Victor Hugo Valdez Soto
5.0 out of 5 stars Developing Games in Java
Early attempts at Java game programming usually meant incorporating a foreign framework in your code. Read more
Published on September 18, 2007 by Craig Maloney
5.0 out of 5 stars Excellent intermediate book
I have had this book for a couple of years. It is one of the best games programming books I have read. Read more
Published on May 28, 2007 by 20thCenturyBoy
3.0 out of 5 stars It's OK, But It Lacks Thorough Explanations
First off, this book is fairly easily to read if you have some programming background. This book is obviously not aimed at beginners, so it will require atleast a basic knowledge... Read more
Published on February 14, 2006 by Brandon Tom
5.0 out of 5 stars Great style Java game programming book
The good things about this book that the author modulates the basic game componets into various class such as screen manager, input manager which enhances the reusability of the... Read more
Published on January 25, 2006 by BL
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