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Index
Main Page Table of content Copyright Preface
About the Author About the Contributing Authors About the Technical Reviewers Acknowledgments
Introduction
Why Java? What You Need What Is in This Book What's Not in This Book About the Code in This Book Using Ant Summary
Part I: Java Game Fundamentals
Chapter 1. Java Threads
What Is a Thread? Creating and Running Threads in Java Synchronization Using 'wait()' and 'notify()' The Java Event Model When to Use Threads When Not to Use Threads Sum It Up: Thread Pools Summary
Chapter 2. 2D Graphics and Animation
Full-Screen Graphics Images Getting Rid of Flicker and Tearing Simple Effects Summary
Chapter 3. Interactivity and User Interfaces
The AWT Event Model Keyboard Input Mouse Input Mouselook-Style Mouse Movement Creating an Input Manager Using the Input Manager Designing Intuitive User Interfaces Using Swing Components Creating a Simple Menu Letting the Player Configure the Keyboard Summary
Chapter 4. Sound Effects and Music
Sound Basics The Java Sound API Playing a Sound Creating a Real-Time Sound Filter Architecture Creating a Real-Time Echo Filter Emulating 3D Sound Creating a Sound Manager Playing Music Summary
Chapter 5. Creating a 2D Platform Game
Creating a Tile-Based Map Collision Detection Finishing Things Up and Making It Fast Creating an Executable .jar File Ideas to Expand the Game Summary
Chapter 6. Multi-Player Games
The Revolution in Java's I/O Libraries ChatterBox, A Basic Multi-Player Application Multi-Player Game Server Framework A Sample Game: RPS (Rock, Paper, Scissors) Complete the Look: Building on the Framework Server Administration Advanced Topics Summary
Part II: 3D Graphics and Advanced Techniques
Chapter 7. 3D Graphics
Types of 3D Rendering Don't Forget Your Math 3D Basics 3D Math Polygons 3D Transforms A Simple 3D Pipeline Camera Movement Solid Objects and Back-Face Removal Scan-Converting Polygons 3D Clipping Final Rendering Pipeline Summary
Chapter 8. Texture Mapping and Lighting
Perspective-Correct Texture Mapping Basics A Simple Texture-Mapper Optimizing Texture Mapping Simple Lighting Implementing Texture Lighting Advanced Lighting Using a Shade Map Additional Concepts Summary
Chapter 9. 3D Objects
Hidden Surface Removal 3D Animation Polygon Groups Loading Polygon Groups from an OBJ File Game Objects Managing Game Objects Putting It All Together Future Enhancements Summary
Chapter 10. 3D Scene Management Using BSP Trees
BSP Tree Intro Binary Tree Basics The One-Dimensional BSP Tree The Two-Dimensional BSP Tree Implementing a 2D BSP Tree Drawing Polygons Front to Back First BSP Example Drawing Objects in the Scene Loading Maps from a File Putting It All Together Enhancements Summary
Chapter 11. Collision Detection
Collision Basics Object-to-Object Collisions Object-to-World Collisions Basic Collision-Detection Demo Collision Handling with Sliding Collision Detection with Sliding Demo Enhancements Summary
Chapter 12. Path Finding
Path-Finding Basics Some Initial Path-Finding Attempts Basics of the A* Algorithm Applying the A* Algorithm Using the A* Algorithm with a BSP Tree Generic Path Finding Making a 'PathBot' Enhancing the A* Search Summary
Chapter 13. Artificial Intelligence
AI Basics Take Away Those Godlike Powers! State Machines and Reacting Probability Machines Making Decisions Patterns Object Spawning Putting It All Together Evolution Other Game AI Ideas Summary
Chapter 14. Game Scripting
Scripting Cookbook: What You Need Implementing Touch and Release Notifications Game Object Listeners Scripting Delayed Events Putting It All Together Enhancements Summary
Chapter 15. Persistence—Saving the Game
Game-Saving Basics Using Java's Serialization API for Game State Persistence Creating Game Screen Snapshots Saving Games to the Right Destination Summary
Part III: Tuning and Finishing Your Game
Chapter 16. Optimization Techniques
Optimization Rules Profiling HotSpot Optimization Tricks Memory Usage and the Garbage Collector Perceived Performance Summary
Chapter 17. Creating Game Art and Sounds
Choosing a Look and Feel Getting Royalty-Free Game Media Working with Artists and Sound Effect Engineers Tools Creating Sounds Creating Textures and Sprites Creating Splash Screens and HUD Graphics Creating UI Graphics Creating Your Own Fonts Summary
Chapter 18. Game Design and the Last 10%
The Last 10% Elements of Game Design Creating a Map Editor Debugging Protecting Code Game Deployment Game Deployment with Java Web Start Game Deployment with Native Compilation Updates and Patches Bandwidth Issues Getting Feedback and Beta Testing Making Money Putting It All Together Summary
Chapter 19. The Future
How Java Evolves The Future: Java 1.5 'Tiger' What the Java Platform Needs New Devices and the Java Games Profile (JSR 134) Summary
Index
Index SYMBOL Index A Index B Index C Index D Index E Index F Index G Index H Index I Index J Index K Index L Index M Index N Index O Index P Index Q Index R Index S Index T Index U Index V Index W Index X Index Y Index Z
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