Details

Pro Java 6 3D Game Development


Pro Java 6 3D Game Development

Java 3D, JOGL, JInput and JOAL APIs

von: Andrew Davison

56,99 €

Verlag: Apress
Format: PDF
Veröffentl.: 01.01.2008
ISBN/EAN: 9781430202127
Sprache: englisch
Anzahl Seiten: 528

Dieses eBook enthält ein Wasserzeichen.

Beschreibungen

<p>Create strange lands filled with mysterious objects (cows frozen in blocks of ice, chirping penguins, golden globes with wavering eyes) and throw away your keyboard and mouse, to go exploring armed only with a gamepad, power glove, or just your bare hands!</p>

<p>Java gaming expert <strong>Andrew Davison</strong> will show you how to develop and program 3D games in Java technology on a PC, with an emphasis on the construction of 3D landscapes. It's assumed you have a reasonable knowledge of Java&#151;the sort of thing picked up in a first Java course at school.</p>

<p>Topics are split into three sections: Java 3D API, non-standard input devices for game playing, and JOGL. Java 3D is a high-level 3D graphics API, and JOGL is a lower-level Java wrapper around the popular OpenGL graphics API.</p>

<p><strong>You'll look at three non-standard input devices</strong>: the webcam, the game pad, and the P5 data glove. </p>

<p><strong>Along the way, you'll utilize several other games-related libraries including</strong>: JInput, JOAL, JMF, and Odejava.</p>

<p><strong>Learn all the latest Java SE 6 features relevant to gaming, including</strong>: splash screens, JavaScript scripting as well as the desktop and system tray interfaces.</p>

<p>Unique coverage of Java game development using both the Java 3D API and Java for OpenGL, as well as invaluable experience from a recognized Java gaming guru, will provide you with a distinct advantage after reading this book.</p>

Java 3D.- Introducing Java 3D.- Get a Life (in 3D).- Get a Life (the Java 6 Way).- The Colliding Grabbers.- When Worlds Collide.- A Multitextured Landscape.- Walking Around the Models.- More Backgrounds and Overlays.- Nonstandard Input Devices.- More Backgrounds and Overlays.- Navigating a 3D Scene by Waving Your Arm.- Building a Gamepad Controller with JInput.- Gamepad Grabbers.- 3D Sound with JOAL.- The P5 Glove.- JOGL.- Two JOGL Programming Frameworks.- Touring the World.- Loading Models.
Andrew Davison received his Ph.D. from Imperial College in London in 1989. He was a lecturer at the University of Melbourne for six years before moving to Prince of Songkla University in Thailand in 1996. He has also taught in Bangkok, Khon Kaen, and Hanoi. His research interests include scripting languages, logic programming, visualization, and teaching methodologies. This latter topic led to an interest in teaching games programming in 1999. His O'Reilly book, iKiller Game Programming in Java/i, was published in 2005.
This is the first and only book that covers 3D games programming on PCs using Java 3D and JOGL The book utilizes gaming features offered by the new Java 6 platform, and will be the first to market on Java 6 game development Author, Andrew Davison, is very well-recognized as a Java gaming developer guru from his first book, Killer Game Programming in Java and its Web site and more
<P>This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by Java gaming expert, Andrew Davison, this book uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This book is also unique in that it covers Java game development using the Java 3D API and Java for OpenGL--both critical components and libraries for Java-based 3D game application development.</P>

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