| 1. Killer Game Programming in Java |
| 2. Table of Contents |
| 3. Copyright |
| 4. Preface | Preface |
| 5. Who Are You? | Who Are You? |
| 6. What This Book Is About | Which Software Versions? What This Book Is About |
| 7. This Book (and More) Is Online | This Book (and More) Is Online |
| 8. What This Book Is Not About | What This Book Is Not About |
| 9. A Graphical View of This Book | A Graphical View of This Book |
| 10. Conventions Used in This Book | Conventions Used in This Book |
| 11. Using Code Examples | Using Code Examples |
| 12. Comments and Questions | Comments and Questions |
| 13. Safari Enabled | Safari Enabled |
| 14. Acknowledgments | Acknowledgments |
| 15. Chapter 1. Why Java for Games Programming? | Chapter 1. Why Java for Games Programming? |
| 16. Java Is Too Slow for Games Programming | Java Is Too Slow for Games Programming |
| 17. Java Has Memory Leaks | Java Has Memory Leaks |
| 18. Java Is Too High-level | Java Is Too High-level |
| 19. Java Application Installation Is a Nightmare | Java Application Installation Is a Nightmare |
| 20. Java Isn t Supported on Games Consoles | Java Isn t Supported on Games Consoles |
| 21. No One Uses Java to Write Real Games | No One Uses Java to Write Real Games |
| 22. Sun Microsystems Isn t Interested in Supporting Java Gaming | Sun Microsystems Isn t Interested in Supporting Java Gaming |
| 23. Chapter 2. An Animation Framework | Chapter 2. An Animation Framework |
| 24. Animation as a Threaded Canvas | java renderer threaded animation inside a main graphics |
| 25. Converting to Active Rendering | Converting to Active Rendering |
| 26. FPS and Sleeping for Varying Times | What s a Good FPS? FPS and Sleeping for Varying Times |
| 27. Sleeping Better | Sleeping Better |
| 28. FPS and UPS | FPS and UPS |
| 29. Pausing and Resuming | When to Pause Pausing and Resuming |
| 30. Other Animation Approaches | Other Animation Approaches |
| 31. Chapter 3. Worms in Windows and Applets | Chapter 3. Worms in Windows and Applets |
| 32. Preliminary Considerations | Preliminary Considerations |
| 33. Class Diagrams for the WormChase Application | Class Diagrams for the WormChase Application |
| 34. The Worm-Chasing Application | The Worm-Chasing Application |
| 35. The Game Panel | The Game Panel |
| 36. Storing Worm Information | Storing Worm Information |
| 37. Worm Obstacles | Worm Obstacles |
| 38. Application Timing Results | Application Timing Results |
| 39. WormChase as an Applet | WormChase as an Applet |
| 40. Compilation in J2SE 5.0 | Compilation in J2SE 5.0 |
| 41. Chapter 4. Full-Screen Worms | Chapter 4. Full-Screen Worms |
| 42. An Almost Full-Screen (AFS) Worm | An Almost Full-Screen (AFS) Worm |
| 43. An Undecorated Full-Screen (UFS) Worm | An Undecorated Full-Screen (UFS) Worm |
| 44. A Full-Screen Exclusive Mode (FSEM) Worm | A Full-Screen Exclusive Mode (FSEM) Worm |
| 45. Timings at 80 to 85 FPS | Timings at 80 to 85 FPS |
| 46. Chapter 5. An Introduction to Java Imaging | Chapter 5. An Introduction to Java Imaging |
| 47. Image Formats | Image Formats |
| 48. The AWT Imaging Model | The AWT Imaging Model |
| 49. An Overview of Java 2D | An Overview of Java 2D |
| 50. Buffering an Image | Buffering an Image |
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Authors: Davison A. ISBN: 0596007302 Current page: 1 from 340 This Manual are presented on flylib.comOur library present to you materials from book Killer Game Programming in Java. Warning! The page Table of content from this book is informational only! Do not print out this page! Do NOT SUBMIT this page as part of your website or work without confirmation from the authors. You can read the contents of the book, but we strongly recommend that you purchase. or example, you can Buy this book on Amazon.com |