- Tapa blanda: 793 páginas
- Editor: Premier Press; Edición: Pap/Cdr (15 de diciembre de 2001)
- Colección: Premier Press Game Development
- Idioma: Inglés
- ISBN-10: 1931841071
- ISBN-13: 978-1931841078
- Valoración media de los clientes: Sé el primero en opinar sobre este producto
Clasificación en los más vendidos de Amazon:
nº754.320 en Libros en idiomas extranjeros (Ver el Top 100 en Libros en idiomas extranjeros)
- n.° 2799 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Guías de videojuegos y juegos para PC
- n.° 13052 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Programación y desarrollo de software
- n.° 528547 en Libros en idiomas extranjeros > Libros en inglés
Java 2 Game Programming (Premier Press Game Development) (Inglés) Tapa blanda – 15 dic 2001
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With the power of today's personal computer, game developers no longer need to rely on low-level "tricks" to write computer games. Increasingly, object-oriented programming languages, such as Java, are being used to create cutting-edge games. "Java 2 Game Programming" gives you an inside look at how Java can be used to create powerful gaming applications more quickly and easily than ever before. With topics ranging from Java basics for newbie Java programmers to advanced coverage of animation and scene management, this book has it all. Put your new skills to use as you create a fully functional 2D game development engine and sample game. Get ready to take your programming skills to the next level as you master the concepts you need to create the hot new game of tomorrow!
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I have only a few minor complaints. First, there are some errors in the code printed in the book, but these errors do not appear to be present in the code on the CD, so no real harm done. Furthermore, the real "meat and potatoes" of the examples are intact, so to an experienced programmer, such syntactical errors are merely trivial details. Just check out the CD before trusting what is printed.
Also, the book begins with a crash course on the basics of Java programming, which may have been better left to a general programming book, as opposed to one whose intended subject is game programming specifically. But even that part is well-written and concise, as is the remainder of the book.
But those trivial complaints aside, the book's content is excellent. It's organized in a logical manner, the examples are simple yet meaningful, and even experienced programmers can gain useful tips and insights on good design ideas. This book was worth the long and frustrating wait.
When I discovered that a book on Java 2 game programming was going to be published, I pre-ordered immediately despite having extremely little information from [Amazon.com] or the publisher on what was really in it. No fault of [Amazon.com], I went through two publish date changes while waiting for this, and once it shipped it was lost by UPS in the Xmas rush. [Amazon.com] got me a new copy fairly quickly since they had limited supplies. Anyway, for all the trouble I went through, this book just wasn't quite worth it, and I doubt I'll pre-order any other books again.
The book's content is fairly good, but does fall down a few times. As with other reviewers on this one, I felt the 'Intro to Java' took up too much of the book. Anyone interested in game programming probably will get themselves good language reference books anyway. The intro section could have been compressed into a 20-30 page refresher at most. Or it could have been made into a separate book altogether. But in my opinion all that space is just 'filler' to up the page count and therefore the price. But the intro is pretty solid and well-written, so I can give a little credit for that.
That brings me to another point that other reviewers have mentioned - the page design is overdone and distracting, and takes too much space. The fonts are rather large, too, which would be useful if I had poor vision, but then I probably wouldn't be playing or programming video games in that case. Just by changing the page design and font choices, we could have saved about 75-100 pages worth of some poor tree. I'll blame the publisher for that.
The editing of the book was rather poor (if it happened at all), as a number of errors were evident just from flipping through it, not to mention the printed code errors others have mentioned. One that stuck out was the use of the term 'depreciated' several times when what should have been used was 'deprecated'. But the concepts all seemed to be reasonable and correct, so no faults there.
My final comment is regarding the example program. It wasn't very interesting. I was expecting (before I got the book) maybe a 2D platform game, simple top-down RPG, or possibly advanced clones of the standard Atari classics - at least something I could identify with. The example game appears to be original, but as an example, it doesn't seem to fit the bill. I guess I was hoping for more discussion of AI, graphics/animation, and tools.
'Game Progamming Gems' seems to have more useful content per pound/dollar for the Java game programmer, and there's no Java in it! I suspect in the end that I will learn some things from this book as I continue through it, but it was not the comprehensive and useful tome I hoped it would be. This appears to be a trend with any book associated with Andre LeMothe (spelling?).
Additional Notes, 4/9/2002 - still working my way through it. As mentioned before, the overall content is good but just not very polished, and doesn't quite cover implementing in Java some key items of interest to game programmers. I understand the example program a little better, but I'm still peeved that it's not something a little more mainstream that an aspiring programmer would recognize and learn concepts and implementation from. I raised my rating from 2 to 3 stars, but it won't ever get any higher than that. Maybe if they rework the book into a second edition it could get 4 or 4 1/2 stars.
New Note 11/27/2002 - Java 1.4 Game Programming (ISBN 1556229631) by Andrew Mulholland and Glenn Murphy (two more unknowns AFAIK) is due out in December (after a delay, of course). My recommendation is to wait until that book is published before deciding which book you need, or both. I'm placing my bets on the new one as it likely discusses important technical items and performance issues in JDK 1.4 such as volatile images, nio, and full-screen mode. These items will be more relevant to someobody who isn't interested in just applets and more in action-oriented content.
But this book is far from perfect. I think the Java basics -chapter is too long. It almost presumes no pre-knowledge of Java. The author should not have wasted so many pages on Java basics. Also, the book doesn't go that far either. After you know how to listen to the mouse/keyboard and how to double-buffer your animation for smooth operation, you're left alone.
I would have liked to see some interesting real projects done through the book, maybe a small-scale scroller shoot'em up or whatever. Now you get shown all the pieces separately but ain't shown how to solve the puzzle.
The cons about this books is that many essential concepts in game devevelopment are not covered such as artigicial intelligence, sound/music and tools to build game content (levels...)
Also I don't think it is a good idea to teach the Java language in this book. I think this subjet should be left to many other good books.
Finally, the author focuses too much on the aspect of online gaming. All the concepts are based on Applets and when the time comes to create a game for the desktop there are differences on how to build the framework.
I you are looking for game programming in Java you will learn very good and essential concepts with this book but be aware that it is incomplete.