Paperback: 998 pages
Publisher: O'Reilly Media; 1 edition (May 30, 2005)
Product Dimensions: 7 x 2 x 9.2 inches
Shipping Weight: 3 pounds (View shipping rates and policies)
Average Customer Review: 4.2 out of 5 stars See all reviews (48 customer reviews)
Best Sellers Rank: #292,578 in Books (See Top 100 in Books) #27 in Books > Science & Math > Mathematics > Pure Mathematics > Fractals #36 in Books > Computers & Technology > Graphics & Design > 3D Graphics #102 in Books > Textbooks > Computer Science > Object-Oriented Software Design
This book is miles ahead of other Java gaming books... For one thing, this is an excellent book in its own right. For another, the other existing books on the topic suck.Anybody who spends a lot of time writing games in Java ends up running into certain challenges. For each of these real issues, it takes a lot time to identify the issue then many hours to come up a satisfactory solution or work-around. This book saves you from 99% of that work. The author has documented nearly every complication that you will run into. The other Java gaming books explain how to apply common sense and traditional gaming strategies to the Java APIs (usually following Sun's tutorials exactly), giving step-by-step instructions on how to do so. Besides the point that this adds no value for somebody capable of following Sun's tutorials and APIs, they offer no help where you need it most... where the straight-forward approach is unsatisfactory or just doesn't work for some reason.Another thing that has saved me a ton of frustration and time is advice from the author. For my specific game project I've run into several questions which I've been unable to answer by web searches, posting to forums, etc. I've emailed Davison (the author), and he has answered each of my questions concisely and to the point every time. (I don't want you to spam him, so please don't send questions until after you have looked for the answer in his book!).To address concerns that other reviewers have posted:This book is not just for "advanced" Java developers. As Davison has emailed me, the intended audience is, "someone who has just got past their first Java course". He purposefully avoids avoids all but elemental Java features (e.g.
This is one of the most interesting books I have read on the subject of game programming in Java. In addition, it is a great tutorial on how to use Java to accomplish a number of multimedia programming objectives independent of game programming. Since there is no table of contents shown, I will summarize the book's contents in the context of the table of contents:1. Why Java for Games Programming? - Many discussions are revisited about why Java is not a bad choice for game programming- speed, memory leaks, etc.2. An Animation Framework - The animation algorithm developed through most of this chapter is embedded in a JPanel subclass (called GamePanel), which acts as a canvas for drawing 2D graphics. The animation is managed by a thread which ensures that it progresses at a consistent number of frames per second.3. Worms in Windows and Applets - The threaded animation loop of chapter 1 is tested inside a windowed application and an applet. The programs are all variants of the same WormChase game.4. Full-Screen Worms - Three approaches to full-screen games are investigated.5. An Introduction to Java Imaging - The aging AWT imaging model is discussed, followed by the BufferedImage and VolatileImage classes, ImageIO, and the wide range of BufferedImageOp image operations offered by Java 2D.6. Image Loading, Visual Effects, and Animation - This chapter examines how to efficiently load and display images, apply visual effects such as blurring, fading, and rotation, and animate them.7. Introducing Java Sound - The Sound API is compared to the Java Media Framework (JMF), and the recently introduced JOAL, a Java binding to OpenGL's music API.8.