Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers. Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects. Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
Andrew Davison (DPhil, University of Oxford) is the tutor in doctrine at Westcott House, University of Cambridge, in Cambridge, England. He has taught theology at St. Stephen’s House, Oxford, and is known for his writing on doctrine, mission, and the church. He is coauthor of For the Parish: A Critique of Fresh Expressions and joint editor of Lift Up Your Hearts.
Embarrassingly silly title (which at least the author admits) and poor content. Little in here that's both useful and not obvious.
I would really like a text that explains networked game programming. And by that, I don't mean explaining the sockets API, or how to create a chat program (surely this is obvious?). I want a discussion of techniques for real-time games over high latency netwoks. How the heck do you keep all that nonsense synchronized? Watch someone play an FPS over the Internet and you know there is some very clever stuff going on.
كتاب رائه لمن يريد ان يبدا عالمه فى برمج الالعاب بغة الجافا الهشيره والكاتب كان صريحا للغايه ان لغة الجافا ليست قويه فى برمجه االالعاب حيث ان لغة السى هى الاقوى والاساس فى عمل محركات الالعاب وستجد الكتاب مفندا لمراحل برمجة الالعاب كتاب قراءته اثناء الاعدا لول لعبه اقوم بها مع فريقى العزيز لاتمام لعبة التنس وقد وفقنا الله بالحصول على المركز الاول قراءه ممتعه لكم جميعا
The early chapters were good, but I lost interest in the later chapters because I felt they focused more on the code than the concepts behind the code. If you're looking for a book on how to use Java 3D, this is a pretty good reference.
Recently dug this out again. One of the better game programming books of old that still has a lot of good techniques for modern game programming. Deep details on all the parts to create a game in java. Good reference material and example.