Practical Java Game Programming (Game Development Series) by Syrus Mesdaghi

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    Practical Java Game Programming (Game Development Series) by Syrus Mesdaghi - Presentation Transcript

    1. Practical Java Game Programming (Game Development Series) by Syrus Mesdaghi Nice Intro Into The + And - Of Java As A Game Language Java™ is gaining more and more acceptance in the game development community, and with good commercial-quality Java games on the market, it will become a definitive choice. Practical Java Game Programming identifies the technological path developers need to take to make this happen. It explores and illustrates cutting-edge Java game programming concepts and techniques through specific explanations from existing Java game projects, with fully executable example code. Intended for both Java programmers new to game development, and for game programmers interested in Java, the book offers usage patterns that leverage Java’s strengths and points out weaknesses to avoid. It teaches Java programmers how to deliver outstanding games and details the specific issues in Java to make game development straightforward and efficient. Java has always provided a powerful platform on which to develop
    2. interactive content, and with the addition of the Java Technology Group’s gaming APIs, Java becomes a third-party platform choice and delivery model for game developers. Each chapter includes working code examples that can stand alone for easy implementation into one’s own projects, or be used toward the creation of a fully functional demo game. This allows beginning programmers to follow the topics step-by-step, and more experienced programmers to use specific areas of interest. Although this book is centered on Java and the platform technologies, its message is for developers to maintain a wide view regarding new technologies, as well as to keep creative ingenuity intact while implementing games on the Java platform. Highlights * Provides a complete guide to Java game development for Java programmers new to game development * Focuses on Java specific topics such as performance issues and the virtual machine, garbage collection, Just-in-Time (JIT) compiler, native timers, and Java as a scripting language * Covers 3D game development issues including the new Java bindings for OpenGL (JOGL), using JOGL to make a 3D Render Engine, and Collision Detection and Response * Includes a chapter on Local Area Networks for Java Games by Jeff Kesselman, the Sun Game Server Architect, and Game dbases and JDBC by Sun Certified Java 2 Programmer, Will Bracken * Explains genre specific issues for sports, puzzle, racing, strategy, action/ adventure, and massively multiplayer online role-playing games * Provides up-to-date information on J2SDK 1.5 in the book and on the companion site On The CD-ROM * FIGURES: all the figures from the book by chapter * CODE: examples, libraries, and materials from each chapter * SUN® J2SDK: the latest version of the Sun J2SDK 1.4.2_04 as well as Java3D™ and JOGL for Linux, Mac OSX and Win32 SYSTEM REQUIREMENTS: Windows 2000 or better, Linux or Mac OSX; Pentium 1Ghz or better, 100MB free hard drive space. For 3D graphics examples, OpenGL 1.2 accelerated video support is required. For some 3D graphics examples full OpenGL 1.4 support is required. Personal Review: Practical Java Game Programming (Game Development Series) by Syrus Mesdaghi
    3. Be careful of your expectations here. This is NOT a 'how to' book with 100+s pages of code samples. This is not a book in the 'java cookbook' series. What this IS is a book that describes the +/- of the java language and the JVM and talks about PERFORMANCE issues extensively. The author goes out of his way to talk about the issues surrounding the use of Hotspot VM/JIT and benchmarks with math/IO, etc. The last 1/2 of the book (maybe less) deals with some high-level understanding of rendering and collision detection. Topics include bindings to OpenGL (jogl), JNI (it's cost vs. benefits in it's use), performance of java.math and where it can be optimized, some simple treatment of sockets vs. datagram/multicast sockets, audio integration, proper use and performance with direct bytebuffers vs. java arrays (java.io/java.nio), also a little on GC collection algorithms. Also a treatment of java's +/- as a scripting language, as well as a good look at rendering and collisions. Overall a very interesting techical look at the VM and performance challenges that java as a GAME language faces. The author makes it clear that good java games can be written but good PERFORMANCE games takes an understanding of the JVM and proper code architecture that takes into account java's strengths (as oppsed to it's weaknesses). I would recommend this a a great starting point for someone interested in making good java games or just learning about java performance issues. If you want a 'cookbook' you'll need to look elsewhere. For More 5 Star Customer Reviews and Lowest Price: Practical Java Game Programming (Game Development Series) by Syrus Mesdaghi 5 Star Customer Reviews and Lowest Price!

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