- Tapa blanda: 368 páginas
- Editor: Delmar Cengage Learning; Edición: 3rd edition (18 de enero de 2011)
- Idioma: Inglés
- ISBN-10: 1435458087
- ISBN-13: 978-1435458086
- Valoración media de los clientes: Sé el primero en opinar sobre este producto
- Clasificación en los más vendidos de Amazon: nº174.878 en Libros en idiomas extranjeros (Ver el Top 100 en Libros en idiomas extranjeros)
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Beginning Java SE 6 Game Programming (Inglés) Tapa blanda – 18 ene 2011
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Descripción del producto
Part I: JAVA FOR BEGINNERS. 1. Getting Started With Java. 2. Java Programming Essentials. 3. Creating Your First Java Game. Part II: JAVA GAME PROGRAMMING. 4. Vector-Based Graphics. 5. Bitmap-Based Graphics. 6. Simple Sprites. 7. Animated Sprites. 8. Keyboard and Mouse Input. 9. Sound Effects and Music. 10. Timing and the Game Loop. Part III: THE GALACTIC WAR PROJECT. 11. Galactic War: From Vectors to Bitmaps. 12. Galactic War: Sprites and Collision Boxes. 13. Galactic War: Squashed By Space Rocks. 14. Galactic War: Entity Management. 15. Galactic War: Finishing The Game. 16. Galactic War: Web Deployment. Part IV: APPENDICES. Appendix A: Chapter Quiz Answers.
Reseña del editor
BEGINNING JAVA SE 6 GAME PROGRAMMING, THIRD EDITION is perfect for beginner level game programmers with some Java experience who want to quickly and easily learn how to create games using the latest version of the Java SDK, Java 6. Written in simple language, the book teaches each new skill using engaging tutorials in which you'll write short programs that demonstrate the topics being covered to reinforce what you've just learned. Each chapter builds upon the previous ones, allowing you to repeat and practice the techniques covered. You'll begin with the basics of writing a simple game using vector graphics, move on to utilizing Java's advanced library to add animation and sound effects, and end by creating a professional, sprite-based game full of interesting artwork and details that you can share with others on the web. And you'll be able to use the skills and techniques you've learned to create your own games to play and share. All you need to get started is a basic understanding of Java and your imagination!Ver Descripción del producto
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Even though it is known that you need to understand Java, this book takes that statement even further. At the beginning, the author wastes two chapters rambling about things you would find in a beginning Java book, and then contradicts himself a couple paragraphs later. Not only that, bits of code, like the initializing html file for Java applets is mentioned before you even need it; then never brought up again when you actually need the code. After half a chapter of different IDEs for Java, you're given code, and instructions that don't even work for setting up a text editor claiming to be an IDE.
Ignoring these things, I continued on through the book, only to realize that it was even more clumsy than I thought. Once you start entering code, and get to the point of testing; hope that you did not mess anything up through the pages of inconsistent spacing, and poor programming; because the author neglected to provide any way to find the sources for the book. After using a search engine as a citing resource, then traversing his site; I found the source code from the 2nd edition, that was exactly the same code as the only code for the 3rd edition. Even when everything is working well, instead of sticking with one topic, the author jumps around, distracting you from the main program (which is progressively created throughout the entire book), by putting various different demonstration projects in between; which could have been presented before the main project. In the end, after reading lots of posts about missing blocks of code from readers, resulted in reading the logic to use in my own projects; ignoring the provided project completely.
I hope that the author takes more time on the 4th edition, actually making changes to the text, providing links to code, omitting wasted space, possibly giving a bit more of a clear understanding to needed code, and using an IDE the majority uses. Even being a new book, the programming is outdated, and lacking in good practice. It surprises me that an actual "Course Study" publisher would allow a book like this to go through without any sort of editing, but I've come to the conclusion that the "ptr" in the publisher's name, actually means "Public Test Release"; not "Professional Technical Resource".