e-book Beginning Java Game Programming Second Edition

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Table of contents

The game programming concepts are basic , but the java concepts can touch an intermediate level. The more times you can get your moving platform to connect with the ball, the higher your score! It incorporates a number of Java development elements : collisions with barriers, interactions between objects, score keeping , etc.

GameTutorial offers several 2D Java game tutorials. Who needs three dimensions?! GameTutorial walks you through the development of a couple different styles of games.

Beginning Java Game Programming Second Edition | Nintendo | Java (Programming Language)

And finally, there is a helicopter battle game , which is a Java game tutorial centering around animations. That one will teach you how to code in-game elements like explosions. It will also teach you how to include looping background images in this example the looped images are clouds floating in the backdrop of the game. GameTutorial has a Java joystick input test tutorial as well. The GameTutorial database is a great way to start making games with the intention of practicing particular skills and styles keyboard input, mouse input, etc.

Edu 4 Java This tutorial is slightly better suited to those of you who have a bit of prior experience with Java. The single-user game framework, called GameWorks, is based on the tried-and-tested game programming metaphor of a stage populated by actors.

Using this intuitive abstraction, you can implement any type of game -- from classic board games to fast, action-packed arcade games. I was slightly disappointed that the authors picked card games as an example game style I prefer something that gets the adrenaline flowing , although they nevertheless manage to weave in all the standard issues and techniques, and expertly so among others: image processing, input management, sprites, optimized screen refresh, audio, randomness, artificial intelligence.

Bibliographic Information

Although the book isn't structured around parts, it should have been. There is a clear switch of focus from chapter 15 onwards.

Chapter 15, "Network Game Programming," represents a definite shift to a higher gear, with a new author doing the writing. After introducing the main issues surrounding network-based games connection topologies, latency, game state synchronization , the book develops a clone of Risk, the classic strategy board game called Domination in the book. Domination is only an excuse to develop a new game framework addressing the generic class of network-enabled multi-user games.

These last five chapters are tough going, and I strongly suspect readers without some data communication background will not feel comfortable with the more technical arguments. But there's no way you can skip these chapters: They contain a very thorough treatment of the critical issues of game state de-synchronization and latency problems, as well as a number of increasingly sophisticated solutions. The book winds down with a chapter on code optimization and an interesting chapter on the design of FRED, a "Doom" clone written in Java!

FRED uses ray casting yes, in Java to achieve that classic "Doom" feel, and this core technique is explained in detail. The writing is lucid and to-the-point. The software that the authors develop is of very high quality. The listings are clear and readable, and I don't know about you, but after reading other people's programs for 15 years, I don't regard source-code readability as a luxury.

Developing Java Entertainment Applets is a very disappointing book.

A Climate for Change

If a publisher gave you pages in which to cram everything you know about programming games in Java okay, okay, "Java En-ter-tain-ment App-lets" , then you do not start with a chapter that reiterates, ad nauseam , the history of Java. Or continue with "Java Fundamentals" Chapter 4 , a totally superfluous rehashing of language basics variables, Unicode, expressions, comments, control flow, objects, classes, packages -- you name it! The author still doesn't suspect that he might be focusing on the wrong subject entirely, so in Chapter 5, "More Advanced Techniques," he drones on with arrays, vectors, strings, exceptions, multithreading, applets.

Getting ever so slightly hotter is Chapter 6, "Graphics, Sound and Events. Instead, precious page real estate is devoted to bringing you no less than 13 half-page screenshots of the trivial results of draw3DRect , drawOval , drawArc and the like! Half-way through the book Chapter 7, page we have the first appearance of some Java game code, in this case, an attempt at the Solitaire card game decidedly, card games must be in season.

The design of the game, the implementation of the game, and the readability of the listings are all so inferior compared to the same aspects of the other books in this review that it's clear Developing Java Entertainment Applets has problems. Some remarkable statements made by the author, and a general sloppiness or misuse of terms that have crystal-clear meaning, only helps to sink this book before it has a chance to sail. AWT's layout management mechanism is criticized as follows: "The way layout is handled is pretty botched up.

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Not that it doesn't make sense and isn't for a good reason, but it is still botched up. That last quote comes out of Chapter 8, "Multiplayer Gaming," where we are nevertheless shown "a stupid little example" to quote the book in the form of a chat application. Other examples of language that I find hard to swallow in this book are "to cement it in your head" p.

Panutat Tejasen. Andre Lamothe. Jonathon Harbour. It devotes little time to the fundamentals of the language, focusing instead on complete game projects to teach the subject of game programming.


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As a "for Teens" title, this book explains the game development topics in detail. It does not explai Written in simple language, the book teaches each new skill using engaging tutorials in which you'll write short programs that demonstrate the topics being covered to reinforce what you've just learned. While some experience with Visual C is helpful, this book is an introductory guide for readers who are new to programming or new to programmin XNA Game Studio 4.

Online CD Contents

This concise, dynamic book is designed specifically for years olds and uses simple language; a step-by-step approach; and no-cost QB64 easy, but powerful, software to teach short graphics programs and games. This book is ideal for true beginners or young users who have no prior experience with programming tools. Think again! Microsoft Visual Basic Game Programming with DirectX gives you all of the tricks and techniques that you need to create awesome games using Visual Basic. Offering equal parts theory and hands-on exercises, the chapters in this book begin with a discussion of completing a task using Visual Basic then move on to enhancing the code with the Windows API.

When applicable Detailed screenshots and well documented source code help readers understand the techniques being presented throug