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Killer Game Programming in Java 1st Edition
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Anybody who spends a lot of time writing games in Java ends up running into certain challenges. For each of these real issues, it takes a lot time to identify the issue then many hours to come up a satisfactory solution or work-around. This book saves you from 99% of that work. The author has documented nearly every complication that you will run into. The other Java gaming books explain how to apply common sense and traditional gaming strategies to the Java APIs (usually following Sun's tutorials exactly), giving step-by-step instructions on how to do so. Besides the point that this adds no value for somebody capable of following Sun's tutorials and APIs, they offer no help where you need it most... where the straight-forward approach is unsatisfactory or just doesn't work for some reason.
Another thing that has saved me a ton of frustration and time is advice from the author. For my specific game project I've run into several questions which I've been unable to answer by web searches, posting to forums, etc. I've emailed Davison (the author), and he has answered each of my questions concisely and to the point every time. (I don't want you to spam him, so please don't send questions until after you have looked for the answer in his book!).
To address concerns that other reviewers have posted:
This book is not just for "advanced" Java developers. As Davison has emailed me, the intended audience is, "someone who has just got past their first Java course". He purposefully avoids avoids all but elemental Java features (e.g.Read more ›
1. Why Java for Games Programming? - Many discussions are revisited about why Java is not a bad choice for game programming- speed, memory leaks, etc.
2. An Animation Framework - The animation algorithm developed through most of this chapter is embedded in a JPanel subclass (called GamePanel), which acts as a canvas for drawing 2D graphics. The animation is managed by a thread which ensures that it progresses at a consistent number of frames per second.
3. Worms in Windows and Applets - The threaded animation loop of chapter 1 is tested inside a windowed application and an applet. The programs are all variants of the same WormChase game.
4. Full-Screen Worms - Three approaches to full-screen games are investigated.
5. An Introduction to Java Imaging - The aging AWT imaging model is discussed, followed by the BufferedImage and VolatileImage classes, ImageIO, and the wide range of BufferedImageOp image operations offered by Java 2D.
6. Image Loading, Visual Effects, and Animation - This chapter examines how to efficiently load and display images, apply visual effects such as blurring, fading, and rotation, and animate them.
7. Introducing Java Sound - The Sound API is compared to the Java Media Framework (JMF), and the recently introduced JOAL, a Java binding to OpenGL's music API.
8.Read more ›
This book does not spend any time on introductory java nor does it build a "killer" game from start to finish as it moves through the chapters. There are snippets of source code throughout the book, but I'd suggest downloading the source. The source code was very helpful, easy to compile and run. I had no problems running the code on a Mac and Java 1.4.2.
The text is very academic and thorough in its descriptions. While the title might suggest "game programming" as the primary focus of the book, I think this is almost a secondary issue. The real thrust (or at least what I got out of it) is a fun way to learn the techniques to 2D and 3D graphics programming, dealing with lighting, perspective, and movement using the Java Sound, Java 2D and Java 3D APIs.
Most Recent Customer Reviews
Got this for my son who is just getting started in Java programming. He's happy with it so far.Published 20 days ago by Joey R. Mosher
The first chapter is perfect, but then the author loses himself on the second chapter. It is very hard to follow what's going on.Published 5 months ago by NIO
I purchased this book knowing full well that it was outdated, but I expected to be able to glean something of value from it for the relatively low price. Read morePublished 10 months ago by Mary Hopkins
whew! So, it's been about 3 years since I purchased a few books about Java's 3D-API and writing computer games in Java. Read morePublished 14 months ago by S