Author: Dwight Deugo
Publisher: Cambridge University Press
ISBN: 9780521648240
Category : Computers
Languages : en
Pages : 462
Book Description
The support of Java Report by the pioneers of the language has always made it the source for Java development. From the very beginnings of Java, Java Report was there, examining each new aspect of the language with a clear independent eye. Now, Dwight Deugo, the editor of Java Report, has gathered the most important articles from the first year of the magazine. Written by a savvy Who's Who of industry experts, Java Gems covers today's most important aspects of Java development. Top writers and developers walk you through the topic areas that are essential to today's Java developers, including multitasking, design patterns, class libraries, persistence, distributed computing, and Java vs C++.
Java Gems
Author: Dwight Deugo
Publisher: Cambridge University Press
ISBN: 9780521648240
Category : Computers
Languages : en
Pages : 462
Book Description
The support of Java Report by the pioneers of the language has always made it the source for Java development. From the very beginnings of Java, Java Report was there, examining each new aspect of the language with a clear independent eye. Now, Dwight Deugo, the editor of Java Report, has gathered the most important articles from the first year of the magazine. Written by a savvy Who's Who of industry experts, Java Gems covers today's most important aspects of Java development. Top writers and developers walk you through the topic areas that are essential to today's Java developers, including multitasking, design patterns, class libraries, persistence, distributed computing, and Java vs C++.
Publisher: Cambridge University Press
ISBN: 9780521648240
Category : Computers
Languages : en
Pages : 462
Book Description
The support of Java Report by the pioneers of the language has always made it the source for Java development. From the very beginnings of Java, Java Report was there, examining each new aspect of the language with a clear independent eye. Now, Dwight Deugo, the editor of Java Report, has gathered the most important articles from the first year of the magazine. Written by a savvy Who's Who of industry experts, Java Gems covers today's most important aspects of Java development. Top writers and developers walk you through the topic areas that are essential to today's Java developers, including multitasking, design patterns, class libraries, persistence, distributed computing, and Java vs C++.
More Java Gems
Author: Dwight Deugo
Publisher: Cambridge University Press
ISBN: 0521774772
Category : Computers
Languages : en
Pages : 506
Book Description
This book presents the best articles and columns published in Java Report between 1997 and 1999. Each article is independent of any specific version of Java and relies mainly on those classes that are now part of the standard Java class library and APIs. Also, each article and column discusses Java topics and implementations that are not readily available in a single book. The book serves as an excellent reference to anyone involved with Java. The reader can learn more about the language, perform analysis, design and modeling, work on specific implementations, check performance, and perform testing. This book presents the good ideas of people who have used Java for "Real" applications.
Publisher: Cambridge University Press
ISBN: 0521774772
Category : Computers
Languages : en
Pages : 506
Book Description
This book presents the best articles and columns published in Java Report between 1997 and 1999. Each article is independent of any specific version of Java and relies mainly on those classes that are now part of the standard Java class library and APIs. Also, each article and column discusses Java topics and implementations that are not readily available in a single book. The book serves as an excellent reference to anyone involved with Java. The reader can learn more about the language, perform analysis, design and modeling, work on specific implementations, check performance, and perform testing. This book presents the good ideas of people who have used Java for "Real" applications.
Developing Games in Java
Author: David Brackeen
Publisher: New Riders
ISBN: 9781592730056
Category : Computers
Languages : en
Pages : 1012
Book Description
Companion web site available.
Publisher: New Riders
ISBN: 9781592730056
Category : Computers
Languages : en
Pages : 1012
Book Description
Companion web site available.
Learning Java with Games
Author: Chong-wei Xu
Publisher: Springer
ISBN: 3319728865
Category : Computers
Languages : en
Pages : 571
Book Description
This innovative approach to teaching Java language and programming uses game design development as the method to applying concepts. Instead of teaching game design using Java, projects are designed to teach Java in a problem-solving approach that is both a fun and effective. Learning Java with Games introduces the concepts of Java and coding; then uses a project to emphasize those ideas. It does not treat the object-oriented and procedure and loop parts of Java as two separate entities to be covered separately, but interweaves the two concepts so the students get a better picture of what Java is. After studying a rich set of projects, the book turns to build up a “Three-layer Structure for Games” as an architecture template and a guiding line for designing and developing video games. The proposed three-layer architecture not only merges essential Java object-oriented features but also addresses loosely coupled software architecture.
Publisher: Springer
ISBN: 3319728865
Category : Computers
Languages : en
Pages : 571
Book Description
This innovative approach to teaching Java language and programming uses game design development as the method to applying concepts. Instead of teaching game design using Java, projects are designed to teach Java in a problem-solving approach that is both a fun and effective. Learning Java with Games introduces the concepts of Java and coding; then uses a project to emphasize those ideas. It does not treat the object-oriented and procedure and loop parts of Java as two separate entities to be covered separately, but interweaves the two concepts so the students get a better picture of what Java is. After studying a rich set of projects, the book turns to build up a “Three-layer Structure for Games” as an architecture template and a guiding line for designing and developing video games. The proposed three-layer architecture not only merges essential Java object-oriented features but also addresses loosely coupled software architecture.
Pro Java 9 Games Development
Author: Wallace Jackson
Publisher: Apress
ISBN: 1484209737
Category : Computers
Languages : en
Pages : 649
Book Description
Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you’ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You’ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets. What You’ll Learn Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 Integrate new media assets, such as digital imagery and digital audio Integrate the new JavaFX 9 multimedia engine API Create an interactive 3D board game, modeled, textured, and animated using JavaFX Optimize game assets for distribution, and learn how to use the Java 9 module system Who This Book Is For Experienced Java developers who may have some prior game development experience. This book can be for experienced game developers new to Java programming.
Publisher: Apress
ISBN: 1484209737
Category : Computers
Languages : en
Pages : 649
Book Description
Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you’ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You’ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets. What You’ll Learn Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 Integrate new media assets, such as digital imagery and digital audio Integrate the new JavaFX 9 multimedia engine API Create an interactive 3D board game, modeled, textured, and animated using JavaFX Optimize game assets for distribution, and learn how to use the Java 9 module system Who This Book Is For Experienced Java developers who may have some prior game development experience. This book can be for experienced game developers new to Java programming.
Killer Game Programming in Java
Author: Andrew Davison
Publisher: "O'Reilly Media, Inc."
ISBN: 0596552904
Category : Computers
Languages : en
Pages : 1000
Book Description
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.
Publisher: "O'Reilly Media, Inc."
ISBN: 0596552904
Category : Computers
Languages : en
Pages : 1000
Book Description
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.
Java Games Design Patterns
Author: Yang Hu
Publisher:
ISBN:
Category :
Languages : en
Pages : 202
Book Description
Java Games Design Patterns tackles that exact problem.You will learn how to write a robust game, how to organize your entities code, and take advantage of Design Patterns to improve your code to reuse. The book itself is divided into two main parts. The first part covers the theoretical aspects of describing games and defining the design pattern principle to develop the game. The second part includes the actual patterns divided into chapters based on the aspect of game they cover.This book explain the concept and real practice examples in games, you will learn easy and fun.
Publisher:
ISBN:
Category :
Languages : en
Pages : 202
Book Description
Java Games Design Patterns tackles that exact problem.You will learn how to write a robust game, how to organize your entities code, and take advantage of Design Patterns to improve your code to reuse. The book itself is divided into two main parts. The first part covers the theoretical aspects of describing games and defining the design pattern principle to develop the game. The second part includes the actual patterns divided into chapters based on the aspect of game they cover.This book explain the concept and real practice examples in games, you will learn easy and fun.
Pro Java 6 3D Game Development
Author: Andrew Davison
Publisher: Apress
ISBN: 1430202122
Category : Computers
Languages : en
Pages : 508
Book Description
This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by Java gaming expert, Andrew Davison, this book uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This book is also unique in that it covers Java game development using the Java 3D API and Java for OpenGL--both critical components and libraries for Java-based 3D game application development
Publisher: Apress
ISBN: 1430202122
Category : Computers
Languages : en
Pages : 508
Book Description
This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by Java gaming expert, Andrew Davison, this book uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This book is also unique in that it covers Java game development using the Java 3D API and Java for OpenGL--both critical components and libraries for Java-based 3D game application development
More Do-It-Yourself Java Games
Author: Annette Godtland
Publisher: Createspace Independent Publishing Platform
ISBN: 9781519187994
Category :
Languages : en
Pages : 0
Book Description
More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming is the second book of the Do-It-Yourself Java Games series. In event-driven programming, the program lays out all the game pieces then waits. The user then takes an action and the program responds to that action, whatever that action may be, and in whatever order the actions are taken.You'll learn to create windows and dialogs, to add buttons and input fields, to use images and drawings, and to respond to keyboard input and mouse clicks and drags. You'll create 10 more games including several puzzles, a maze, a dice game, a word game, a card game, and an image resizer program.This book assumes you either have an understanding of basic Java programming or you have read the first book, Do-It-Yourself Java Games: An Introduction to Java Computer Programming.The Do-It-Yourself Java Games series of books uses a unique "discovery learning" approach to teach computer programming: learn Java programming techniques more by doing Java programming than by reading about them. Through extensive use of fill-in blanks, with answers at the back of the book, you will be guided to write complete programs yourself, starting with the first lesson. You'll create puzzle and game programs and discover how, when, and why Java programs are written the way they are.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781519187994
Category :
Languages : en
Pages : 0
Book Description
More Do-It-Yourself Java Games: An Introduction to Java Graphics and Event-Driven Programming is the second book of the Do-It-Yourself Java Games series. In event-driven programming, the program lays out all the game pieces then waits. The user then takes an action and the program responds to that action, whatever that action may be, and in whatever order the actions are taken.You'll learn to create windows and dialogs, to add buttons and input fields, to use images and drawings, and to respond to keyboard input and mouse clicks and drags. You'll create 10 more games including several puzzles, a maze, a dice game, a word game, a card game, and an image resizer program.This book assumes you either have an understanding of basic Java programming or you have read the first book, Do-It-Yourself Java Games: An Introduction to Java Computer Programming.The Do-It-Yourself Java Games series of books uses a unique "discovery learning" approach to teach computer programming: learn Java programming techniques more by doing Java programming than by reading about them. Through extensive use of fill-in blanks, with answers at the back of the book, you will be guided to write complete programs yourself, starting with the first lesson. You'll create puzzle and game programs and discover how, when, and why Java programs are written the way they are.
Raven
Author: Matthieu Riou
Publisher: Apress
ISBN: 1430203439
Category : Computers
Languages : en
Pages : 63
Book Description
Raven is a build system that leverages Ruby tools (namely Rake and Gems) to let you build Java projects easily and elegantly. It provides a way to handle dependencies and specific tasks for Java, all based on Ruby. These foundations make Raven the most productive and flexible build tool available in open source. This firstPress book is expected to be first book on the market for Raven. It details how to use the emerging open source Raven simply, using examples and explaining the foundations Raven has been built on. It also provides best practices and explains more complex scenarios, allowing you to setup a complete build environment in no time.
Publisher: Apress
ISBN: 1430203439
Category : Computers
Languages : en
Pages : 63
Book Description
Raven is a build system that leverages Ruby tools (namely Rake and Gems) to let you build Java projects easily and elegantly. It provides a way to handle dependencies and specific tasks for Java, all based on Ruby. These foundations make Raven the most productive and flexible build tool available in open source. This firstPress book is expected to be first book on the market for Raven. It details how to use the emerging open source Raven simply, using examples and explaining the foundations Raven has been built on. It also provides best practices and explains more complex scenarios, allowing you to setup a complete build environment in no time.