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Informationen zum Autor Andrew Davison has had a varied and interesting career as an educator, a researcher, and an author. He enjoys some celebrity as the editor of Humour the Computer (a well-known anthology of funny stories, parodies, and real-life incidents about life in the computer age) and as an amateur juggler. Formerly with the Computer Science Department at Melbourne University, he now lives in Thailand and teaches at the Prince of Songkla University. He is the author of Killer Game Programming in Java. Klappentext 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. Zusammenfassung This comprehensive guide has everything you need to program Java games. It offers the most thorough coverage of Java 3D available, and clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Inhaltsverzeichnis Preface; Who Are You?; What This Book Is About; This Book (and More) Is Online; What This Book Is Not About; A Graphical View of This Book; Conventions Used in This Book; Using Code Examples; Comments and Questions; Safari Enabled; Acknowledgments;Chapter 1: Why Java for Games Programming?; 1.1 Java Is Too Slow for Games Programming; 1.2 Java Has Memory Leaks; 1.3 Java Is Too High-level; 1.4 Java Application Installation Is a Nightmare; 1.5 Java Isn't Supported on Games Consoles; 1.6 No One Uses Java to Write Real Games; 1.7 Sun Microsystems Isn't Interested in Supporting Java Gaming;Chapter 2: An Animation Framework; 2.1 Animation as a Threaded Canvas; 2.3 Converting to Active Rendering; 2.4 FPS and Sleeping for Varying Times; 2.5 Sleeping Better; 2.6 FPS and UPS; 2.7 Pausing and Resuming; 2.8 Other Animation Approaches;Chapter 3: Worms in Windows and Applets; 3.1 Preliminary Considerations; 3.2 Class Diagrams for the WormChase Application; 3.3 The Worm-Chasing Application; 3.4 The Game Panel; 3.5 Storing Worm Information; 3.6 Worm Obstacles; 3.7 Application Timing Results; 3.8 WormChase as an Applet; 3.9 Compilation in J2SE 5.0;Chapter 4: Full-Screen Worms; 4.1 An Almost Full-Screen (AFS) Worm; 4.2 An Undecorated Full-Screen (UFS) Worm; 4.3 A Full-Screen Exclusive Mode (FSEM) Worm; 4.4 Timings at 80 to 85 FPS;Chapter 5: An Introduction to Java Imaging; 5.1 Image Formats; 5.2 The AWT Imaging Model; 5.3 An Overview of Java 2D; 5.4 Buffering an I...