Книга Advanced Java Game Programming


Книга Книга Advanced Java Game Programming

Название: Advanced Java Game Programming
Автор: David Wallace Croft
Страниц: 584
Формат: PDF
Размер: 13 Мб
Качество: Отличное
Язык: Английский
Год издания: 2004
Advanced Java Game Programming teaches you how to create desktop and Internet computer games using the latest Java programming language techniques.
Whereas other Java game programming books focus on introductory Java material, this book covers game programming for experienced Java developers.
David Wallace Croft, founder of the Game Developers Java Users Group (GameJUG), has assembled an open-source reusable game library—a Swing animation engine that allows developers to use these techniques and put out new games very rapidly.
The open-source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is open source, including the example games. The animation has been scrupulously tested and optimized in the Swing environment, and Croft clearly explains how the code works in great detail. The graphics and audio libraries used in the examples are public domain and may also be used royalty-free for creating new games.
Content:
About the Author xi
About the Technical Reviewer xiii
Acknowledgments xv
Introduction xvii
Chapter 1 Development Setup 1
Upgrading to 1.4 1
Sticking to the Core 1
Playing the Demo Online 2
Exploring the Game Library 3
Introducing XML 7
Compiling with Ant 8
Using Open Source 13
Finding Multimedia for Your Games 17
Basics Example 19
Summary 34
Further Reading 34
Chapter 2 Deployment Frameworks 35
Deploying as an Applet 35
Deploying as an Executable JAR 49
Deploying with Java Web Start 51
Deploying Multiple Applets as One 60
Summary 86
Further Reading 86
Chapter 3 Swing Animation 87
ComponentAnimator 87
RepaintCollector 92
LoopGovernor 103
AnimatedComponent 114
Summary 125
Further Reading 125
Chapter 4 Animation Library 127
ComponentPainter Implementations 127
ComponentUpdater Implementations 147
ComponentAnimator Implementations 154
Sprite Implementations 168
Summary 184
Chapter 5 Advanced Graphics 185
Hardware-Accelerated Images 185
Multi-Buffering and Multi-Threading 193
Full-Screen Exclusive Mode . 206
Summary 227
Further Reading 228
Chapter 6 Persistent Data 229
Data Formats 229
Persistence Mechanisms . 250
Data Integrity 274
Summary 278
Further Reading 278
Chapter 7 Game Architecture 279
Interfaces 279
Inheritance 280
Destination Mars 283
Model-View-Controller 284
Composite MVC 311
Data-Driven Design 338
Summary 344
Further Reading 345
Chapter 8 A* Algorithm 347
Cartographer 348
Nodelnfo 349
AStar 351
AStarTest 358
SpaceTester 363
GridCartographer 364
GradientCartographer 367
TankConsole 371
TankOperator 372
StateSpaceNode 373
TankCartographer 374
DefaultTankOperator 376
PlayerTankOperator 381
Summary 384
Further Reading 385
Chpater 9 HTTP Tunneling 387
Testing the Example 388
Reusable Client-Side Code 390
Game-Specific Client-Side Code 409
Reusable Server-Side Code 415
Game-Specific Server-Side Code 420
Packaging the WAR 424
Summary 426
Further Reading 427
Chapter 10 HTTP Polling 429
Testing the Example 429
Reusable Client -Side Code 430
Game-Specific Client Code 444
Reusable Server-Side Code 460
Game-Specific Server-Side Code 463
Summary 485
Further Reading 485
Chapter 11 HTTP Pulling 487
Testing the Example 487
Reusable Client-Side Code 490
Game-Sped fic Client -Side Code 494
Server-Side Code 514
Following the Message 528
Extending the Example 532
Summary 532
Further Reading 533
Appendix A Source Code Index 535
Appendix B Introducing CVS 541
Checking out the Code 541
Creating Your Own Project 542
Programming in Parallel 546
Further Reading 548
Index 549

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