Déjà client ? Identifiez-vous

Mot de passe oublié ?

Nouveau client ?

CRÉER VOTRE COMPTE
Java 2 Game Programming
Ajouter à une liste

Librairie Eyrolles - Paris 5e
Indisponible

Java 2 Game Programming

Java 2 Game Programming

Thomas Petchel, André LaMothe

782 pages, parution le 28/02/2002

Résumé

More and more, developers are focusing on using highly object-oriented programming languages, such as Java, to create today's cutting-edge games. Java 2 Game Programming gives game developers an inside look at how to use the object-oriented paradigm to create robust, powerful gaming applications more quickly and easily than ever before. This book includes a full Java primer and then moves on to cover creating 2-D and 3-D games so it is perfect for any game developer at any level. Readers will also gain an understanding on how to use Java to play sound, create server-client architectures, implement artificially intelligent game entities, and other advanced topics. The book culminates with a look on how to use Java classes and objects to create a full game-development engine. Being the only Java-focused book on the market this is sure to be a valuable addition to any game developers library.

Contents

  • Introduction
Entering the Java Jungle : Getting Started with the Java 2 API
  • The Java 2 Software Development Kit
  • Priming the Pump : Learning the Java 2 API
  • A Language with Class : Object-Oriented Programming in Java
  • At Your Service with the Java 2 API : Commonly Used Java Classes
Graphics Development with Java 2-D and the Abstract Window Toolkit
  • Applet Basics
  • Listening to Your Users
  • Rendering Shapes, Text, and Images with Java 2-D, Part 1
  • Rendering Shapes, Text, and Images with Java 2-D, Part 2
Java Gaming for the Masses
  • 2-D Animation Techniques
  • Creating the Custom Game Object Class, Actor 2D
  • Implementing a Scene Management System
  • Creating Custom Visual Controls and Menus
  • CXonnecting with Others : Creating Client-Server Architecture
  • A Look at the Nodez! Game
Appendices
  • Using the Javadoc Utility
  • Some Common Java Do's and Don'ts
  • Using the JN1 to Create a Gamepad Reader
  • Using .jar Files to Deploy Java Applets
  • Correctly Running Java 2 Applets
  • Source Code Listing for the Magic Game Engine
  • More Resources
  • SWhat's on the CD-ROM ?
  • Index

L'auteur - André LaMothe

André LaMothe

holds degrees in mathematics, computer science, and electrical engineering. He is the author of the best-selling books Tricks of the Game Programming Gurus, Teach Yourself Game Programming in 21 Days, and the Black Art of 3D Game Programming. Andre has also written numerous articles in Game Developer, Byte, Software Developer, and Circuit Cellar.

Caractéristiques techniques

  PAPIER
Éditeur(s) Premier Press
Auteur(s) Thomas Petchel, André LaMothe
Parution 28/02/2002
Nb. de pages 782
Format 18,8 x 23,4
Couverture Broché
Poids 1388g
Intérieur Noir et Blanc
EAN13 9781931841078
ISBN13 978-1-931841-07-8

Avantages Eyrolles.com

Livraison à partir de 0,01 en France métropolitaine
Paiement en ligne SÉCURISÉ
Livraison dans le monde
Retour sous 15 jours
+ d'un million et demi de livres disponibles
satisfait ou remboursé
Satisfait ou remboursé
Paiement sécurisé
modes de paiement
Paiement à l'expédition
partout dans le monde
Livraison partout dans le monde
Service clients sav@commande.eyrolles.com
librairie française
Librairie française depuis 1925
Recevez nos newsletters
Vous serez régulièrement informé(e) de toutes nos actualités.
Inscription