Pro Java 6 3D Game Development Java 3D JOGL JInput and JOAL 1st Edition by Andrew Davison – Ebook PDF Instant Download/Delivery. 9781430202127 ,1430202122
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Product details:
ISBN 10: 1430202122
ISBN 13: 9781430202127
Author: Andrew Davison
Pro Java 6 3D Game Development Java 3D JOGL JInput and JOAL 1st Edition Table of contents:
Chapter 1: Introduction to Java for 3D Games
- Overview of Java in Game Development
- The Role of Java 3D, JOGL, JInput, and JOAL in Game Development
- Setting Up Your Development Environment
- Introduction to 3D Graphics in Java
- Key Concepts in 3D Game Development
Chapter 2: Setting Up Java 3D
- Installing and Configuring Java 3D
- Java 3D Scene Graph: Concepts and Components
- Creating a Simple 3D Scene with Java 3D
- Managing 3D Objects: Geometries, Transforms, and Materials
- Handling Light and Camera in Java 3D
- Simple Java 3D Application Example
Chapter 3: Working with JOGL (Java OpenGL)
- Introduction to OpenGL and JOGL
- Setting Up JOGL with Java
- Drawing 3D Objects with JOGL
- Using Shaders for Advanced Graphics Effects
- Texturing and Materials in JOGL
- Handling Lighting and Shadows
- Performance Optimization with JOGL
- Example Project: Simple 3D Game with JOGL
Chapter 4: Adding Input with JInput
- Introduction to JInput for Input Handling
- Setting Up JInput for Game Controllers
- Handling Keyboard, Mouse, and Joystick Inputs
- Polling vs. Event-Driven Input Models
- Mapping Input to Game Actions
- Handling Multiple Input Devices in a Game
- Example Project: A Simple Game Controller Integration
Chapter 5: Working with Audio Using JOAL (Java OpenAL)
- Introduction to Audio in Game Development
- Setting Up JOAL for Audio Playback
- Playing 3D Audio with JOAL
- Creating Sound Effects and Music for Games
- Managing Multiple Sound Sources and Listeners
- Environmental Audio Effects: Echo, Reverb, Doppler Shift
- Example Project: Adding Audio to Your Game
Chapter 6: Animation and Movement in 3D Games
- Introduction to 3D Animation Concepts
- Creating and Controlling Animations in Java 3D
- Keyframing and Skeletal Animation
- Moving Objects and Characters in 3D Space
- Interpolation Techniques for Smooth Animation
- Integrating Physics with Movement
- Example Project: Animated 3D Character in a Game
Chapter 7: Designing 3D Environments and Scenes
- Principles of 3D Environment Design
- Level Design Basics: From Concept to Reality
- Creating Terrain and Landscapes in Java 3D
- Using Textures for Realistic Environments
- Optimizing Scene Graphs for Performance
- Case Study: Building a 3D Game Level
Chapter 8: Camera and View Management
- Camera Types and Movement in 3D Games
- Implementing First-Person and Third-Person Views
- Creating Smooth Camera Transitions and Tracking
- Handling Collisions and Obstructions in 3D Space
- Implementing Free-Form Exploration in a 3D World
- Example Project: Camera Controls in a 3D Game
Chapter 9: Integrating Game Logic and AI
- Creating the Game Loop and Game States
- Implementing Artificial Intelligence in 3D Games
- Pathfinding Algorithms for NPCs
- Creating NPC Behaviors: State Machines and Decision Trees
- Event-Driven Programming for Game Logic
- Example Project: Simple AI for Enemies in a 3D Game
Chapter 10: Enhancing Your Game with Physics
- Introduction to Physics in Games
- Using Simple Physics for Collision Detection
- Integrating a Physics Engine with Java 3D
- Rigid Body Dynamics and Gravity Effects
- Implementing Advanced Physics: Forces, Torque, and Constraints
- Example Project: A Physics-Based 3D Game
Chapter 11: Multiplayer Game Development with Java
- Fundamentals of Multiplayer Games
- Networking Concepts for Java-Based Multiplayer Games
- Using Java Sockets for Multiplayer Communication
- Implementing Client-Server Architecture for 3D Games
- Synchronizing Game States Across Clients
- Example Project: A Basic Multiplayer 3D Game
Chapter 12: Debugging and Optimizing 3D Games
- Common Performance Issues in 3D Games
- Profiling Tools and Techniques for Java Games
- Optimizing Graphics Rendering with JOGL
- Reducing Memory Usage and Handling Large Assets
- Debugging Java 3D, JOGL, JInput, and JOAL Code
- Performance Tips and Best Practices
Chapter 13: Final Project: Creating a Complete 3D Game
- Planning Your 3D Game: Concept and Design
- Building the Game from Scratch: Combining All Elements
- Integrating Java 3D, JOGL, JInput, and JOAL
- Playtesting and Iteration
- Packaging and Distributing Your Game
- Conclusion: Becoming a Java 3D Game Developer
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