Sabtu, 13 November 2010

[C192.Ebook] Download Ebook Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe

Download Ebook Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe

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Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe

Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe



Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe

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Developing Games in Java, by David Brackeen, Bret Barker, Lawrence Vanhelsuwe

If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.

  • Sales Rank: #552868 in Books
  • Published on: 2003-08-31
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x 2.11" w x 7.50" l, 3.51 pounds
  • Binding: Paperback
  • 1008 pages

From the Author
"During the course of writing Developing Games in Java, I would inform friends that I secured the movie rights to the book. My sister kept saying that I was going to end up on Oprah's book club. On breaks I would get a head rush from standing up too fast, and have hallucinations of 3D vectors, anonymous inner classes, and graph algorithms implemented in Java. I would walk into the living room and say "I can see in 3D!" and my roommate would just nod politely.

But I try to keep the blatant lies out of this book. Instead, Developing Games in Java is filled with tons of useful game programming information. And not just because New Riders chained me to my desk - mostly because people wouldn't stop bothering me until I told them everything I know. Which is a good thing, because I tend to forget everything I know, but now that I've written it down, I can re-learn stuff I've forgotten. If it's too confusing, you can always wait for "Developing Games in Java: The Movie" coming in 2004.

From the Back Cover

If you already have experience programming games with Java, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.

About the Author

David Brackeen grew up in Texas and has a B.S. in Computer Science from the University of North Texas. He has created many games, level editors, and multimedia products in Java, including Scared (a 3D shooter game) and Race3d (a 3D racing engine used in several games). He will neither confirm nor deny allegations that he ever drank rainwater from a shoe. He currently resides in Los Angeles, but you can find him at www.brackeen.com.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Excellent & Thorough.
By Bitza
This book starts off with the foundations to any game: Threads, how to display stuff, interpret input, and audio. All with their own chapter. The author spares few details and the example-code compliment the explanations very well! I've read about half of this book now and can confidently design my own gaming engine, best of all is that this methodology is not strictly java specific. All of the code and examples are purely for Java, but the ideas can apply to any coding language!

The chapter on display tells you all about the different AWT and Swing classes that are useful and how to use them, even nifty things I never knew about before of Graphics objects (more specifically Graphics2D objects, and their RenderingHints ability). You learn all there is to know on images and how opaque, transparent, and translucent images work in the JVM to help pick what should be best for your game. The author nails animation in a wonderful way with a simple and logical solution. Teaches what is Double-Buffering, Page-Flipping, and how to take advantage of Swing's built-in capability to harness this necessary ability for games! And that's just the second chapter!

Chapter 3 on Input taught me some incredible techniques for working with input. Chapter 4 on audio is so thorough that the author even explains how to manipulate byte-data sound-samples to provide echo, distant-sound fall off (making sounds quieter the further away from "you" the sound is). I even was able to relatively easily extrapolate that information to make a mono sound become stereo fading left or right depending on where the source is and where my game's character is! I jumped ahead to 3D graphics (since I'm very interested in that) and again the author is detailed, organized, and knows what he is saying.

His own site is maintained well, up-to-date, and provides a lot of extra good information as well as offering the source code for every project in the book; source-code that actually compiles first-try error free and runs just like he promises.

The only possible negative comment I can think up to give is that I wish the author had more information about bit-wise operations in chapter 4 on sound because I had never seen bit-wise operations before and I'm a big stickler for knowing why and how this code works.

This is my second attempt for a java-game book, and this is FAR better than any book I've seen yet.

29 of 29 people found the following review helpful.
Excellent intermediate book on Java game programming
By calvinnme
This is one of two excellent books on the subject of game programming in the Java programming language, the other being "Killer Game Programming in Java" by Davison. If you are serious about programming games in Java you should probably own them both, but start with this one since it starts out slower with simpler concepts. The book is divided into three parts. The first part "Java Game Fundamentals" discusses threading, 2D graphics and animation, interactivity and user interfaces, and sound effects and music. These chapters are good for anyone interested in Java multimedia programming in general. Part one of the book finishes up with chapters on 2D platform games and multi-player games in Java using the tools learned in the previous chapters. Part two moves the discussion from 2D to 3D gaming. There are chapters on 3D graphics, texture mapping and lighting, 3D objects, 3D scene management, and collision detection. All of these chapters are written more from a general algorithmic standpoint for 3D graphics rather than going into details on Java3D. The next chapters in the 3D section are not really about 3D graphics at all, instead they are about artificial intelligence in the context of games, algorithms, and Java implementations. The final part of this book, "Tuning and Finishing Your Game" has chapters on the odds and ends of game programming such as optimization, creating art and sound for your game, debugging, deployment, and finally the future of game programming. This book is very thorough and accessible and stays on the subject of game programming in Java, all the while not coddling the reader and expecting the reader to already be a Java programmer who wishes to apply his/her talents to game programming. Amazon does not show the table of contents so I do that here:
PART 1- JAVA GAME FUNDAMENTALS
Chapter 1 - Java and Object-Orientation Basics
Chapter 2 - Java Threads
Chapter 3 - 2D Graphics and Animation
Chapter 4 - Interactivity and User Interfaces
Chapter 5 - Sound Effects and Music
Chapter 6 - Creating a 2D Platform Game
Chapter 7 - Multi-Player Games
PART 2- 3D GRAPHICS AND ADVANCED TECHNIQUES
Chapter 8 - 3D Graphics and Software Rendering
Chapter 9 - 3D Scene Management
Chapter 10 - Creating 3D Scenes with a Level Editor
Chapter 11 - Path Finding and Collision Detection
Chapter 12 - Creating a 3D Shooter
Chapter 13 - Artificial Intelligence
Chapter 14 - Game Scripting
Chapter 15 - Persistence - Saving the Game
PART 3 TUNING AND FINISHING YOUR GAME
Chapter 16 - Cross-Platform Issues
Chapter 17 - Optimization Techniques
Chapter 18 - Using Tools to Create Images, Sounds, and Models
Chapter 19 - I've Made My Game, Now What?
Chapter 20 - The Future

99 of 100 people found the following review helpful.
Great coverage of the basics of GAMES, not just Java
By Atomicat
I've reviewed a few other Java game programming books and they're pretty much all stinkers. This one is head and shoulders and feet above the others. And it assumes you know at least some Java and don't have to be hand-held through a dozen chapters of the language basics before they think you're competent enough to get a peek at writing a lame card game or bouncing-ball applet like the other books do. I've only spent a day with this book and have not attempted to compile any code, so keep that in mind while reading the rest of this review. Speaking of code, this is not a code-listing book. It definitely has code in it and dissects it, but the ratio of text to code is very appropriate.
Right off the bat in chapter 1 David starts with a chapter on Threads! Then he moves on to several chapters of 2D graphics and animation and builds a complete 2D scroller in chapter 5! You're probably liking what you're hearing so far if you've read any of the other java game programming books. The next several chapters spend some time on understanding and then programming 3D graphics (great chapters, BTW), then moves on to collision detection, AI and pathfinding, game scripting (using BeanShell - excellent choice), optimization, and more. Somewhere in there is a chapter on multiplayer networking.
All chapters build on the previous ones. The examples all seem worthwhile and demonstrate the concepts and techniques. This is real meat & potatoes game programming, and as the author points out, just happens to be implemented in Java. It looks to me like this guy really knows Java well (I'm a professional Java/J2EE programmer) and points out everything you need to know about using it to implement the game programming concepts.
A few minor nits and notes. The focus of the book is on full-screen applications, not applets or windowed games. You can apply what you've learned to those two, but they're not covered (which is a good thing, but be forewarned). The book is printed with a relatively large font, IMO, especially the code listings, so it's a bit heftier than it should be, but I don't feel like they're over-charging, so I'll live. Also, almost no time was spent talking about writing tools like map editors, assest editors, etc. I feel like those items are important enough to spend a bit more time on, but I can understand why they are only mentioned in brief. The only items other items I would have liked to see some brief coverage of were 2D isometric tile-based maps and 3D terrain.
This is a great intermediate level book on writing games in Java. I'd love to see the author or other writers build on this book to cover more advanced topics like those mentioned above, but you can use the information in this book and other great game programming references (like the Game Programming Gems series, AI Game Programming Wisdom, Strategy Game Programming in DirectX 9.0 (EXCELLENT BOOK), Game Coding Complete, 3D Game Engine Design, Physics for Game Developers, and others) to get where you need to go.
For anyone disappointed with other Java game programming books, this is a must-have. Highly recommended.

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