Developing Games in Java 1st Edition
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Editorial Reviews
From the Author
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.
About the Author
David Brackeen grew up in Texas and has a B.S. in Computer Science from the University of North Texas. He has created many games, level editors, and multimedia products in Java, including Scared (a 3D shooter game) and Race3d (a 3D racing engine used in several games). He will neither confirm nor deny allegations that he ever drank rainwater from a shoe. He currently resides in Los Angeles, but you can find him at www.brackeen.com.
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Product details
- Publisher : New Riders Pub; 1st edition (August 1, 2003)
- Language : English
- Paperback : 800 pages
- ISBN-10 : 1592730051
- ISBN-13 : 978-1592730056
- Item Weight : 3.62 pounds
- Dimensions : 7.5 x 1.75 x 9 inches
- Best Sellers Rank: #1,690,263 in Books (See Top 100 in Books)
- #1,043 in Java Programming
- #1,265 in Game Programming
- #1,319 in Computer Graphics
- Customer Reviews:
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PART 1- JAVA GAME FUNDAMENTALS
Chapter 1 - Java and Object-Orientation Basics
Chapter 2 - Java Threads
Chapter 3 - 2D Graphics and Animation
Chapter 4 - Interactivity and User Interfaces
Chapter 5 - Sound Effects and Music
Chapter 6 - Creating a 2D Platform Game
Chapter 7 - Multi-Player Games
PART 2- 3D GRAPHICS AND ADVANCED TECHNIQUES
Chapter 8 - 3D Graphics and Software Rendering
Chapter 9 - 3D Scene Management
Chapter 10 - Creating 3D Scenes with a Level Editor
Chapter 11 - Path Finding and Collision Detection
Chapter 12 - Creating a 3D Shooter
Chapter 13 - Artificial Intelligence
Chapter 14 - Game Scripting
Chapter 15 - Persistence - Saving the Game
PART 3 TUNING AND FINISHING YOUR GAME
Chapter 16 - Cross-Platform Issues
Chapter 17 - Optimization Techniques
Chapter 18 - Using Tools to Create Images, Sounds, and Models
Chapter 19 - I've Made My Game, Now What?
Chapter 20 - The Future
The chapter on display tells you all about the different AWT and Swing classes that are useful and how to use them, even nifty things I never knew about before of Graphics objects (more specifically Graphics2D objects, and their RenderingHints ability). You learn all there is to know on images and how opaque, transparent, and translucent images work in the JVM to help pick what should be best for your game. The author nails animation in a wonderful way with a simple and logical solution. Teaches what is Double-Buffering, Page-Flipping, and how to take advantage of Swing's built-in capability to harness this necessary ability for games! And that's just the second chapter!
Chapter 3 on Input taught me some incredible techniques for working with input. Chapter 4 on audio is so thorough that the author even explains how to manipulate byte-data sound-samples to provide echo, distant-sound fall off (making sounds quieter the further away from "you" the sound is). I even was able to relatively easily extrapolate that information to make a mono sound become stereo fading left or right depending on where the source is and where my game's character is! I jumped ahead to 3D graphics (since I'm very interested in that) and again the author is detailed, organized, and knows what he is saying.
His own site is maintained well, up-to-date, and provides a lot of extra good information as well as offering the source code for every project in the book; source-code that actually compiles first-try error free and runs just like he promises.
The only possible negative comment I can think up to give is that I wish the author had more information about bit-wise operations in chapter 4 on sound because I had never seen bit-wise operations before and I'm a big stickler for knowing why and how this code works.
This is my second attempt for a java-game book, and this is FAR better than any book I've seen yet.
Top reviews from other countries
I think this is the best game book I've ever bought.
There is one thing I found wrong with this book is that the code for reading the image will not work if you want to put your game into a runnable .jar file, If you need to do this start looking in the lines of BufferedImage and getClass().getResourceAsStream(); or look at -[...]
Thanks
Josh
All the tools and source code needed to write and run the games can be downloaded for free and as the chapters are worked through a powerful gaming framework is developed.
Some knowledge of Java is required, however the code is well-presented and easy to work through.
"Developing Games in Java" is a book my 11 year-old son and I are both enjoying as we learn game making together.





