- Tapa blanda: 998 páginas
- Editor: O'Reilly Media; Edición: 1 (30 de mayo de 2005)
- Colección: Fan Book
- Idioma: Inglés
- ISBN-10: 0596007302
- ISBN-13: 978-0596007300
- Valoración media de los clientes: 1 opinión de cliente
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nº73.533 en Libros en idiomas extranjeros (Ver el Top 100 en Libros en idiomas extranjeros)
- n.° 491 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Guías de videojuegos y juegos para PC
- n.° 1248 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Programación y desarrollo de software
- n.° 54870 en Libros en idiomas extranjeros > Libros en inglés
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Killer Game Programming in Java (Fan Book) (Inglés) Tapa blanda – 30 may 2005
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Descripción del producto
"Packed with Java content, with hundreds of links to even more information. The last word in Java game programming." - Paul Hudson, Linux Format, October (Top Stuff Award)
Reseña del editor
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.Ver Descripción del producto
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Almost none of the code in this book will compile as written. However, it's not the fault of the author. It's just that many of the java classes that are utilized in this book are now deprecated; e.g., J3D timer. Also, a lot of the techniques that are used in the book are just not the best way to go anymore. If you have gone through a basic java programming book before, like "The Art and Science of Java" by Eric Roberts, then you will know about Java documentation and will be able to figure out how to correct the problems. Ideally, you will use an IDE like Eclipse, which will point you to potential solutions to the errors in the code you get from the book.
However, I think that jumping straight to this book from basic Java is a bad idea. I believe that the best option is to try out Greenfoot or Bluejay, which are free, contemporary, and have a good community. After you learn those, then this book makes a nice paperback reference, or solutions manual, to potential problems that you may need help solving.
Once again, I'm just a novice, so my opinion should not really be highly regarded; this is just my impression as of now. Feel free to comment me and let me know if you think there is a better way or if my interpretation is specious.
Anybody who spends a lot of time writing games in Java ends up running into certain challenges. For each of these real issues, it takes a lot time to identify the issue then many hours to come up a satisfactory solution or work-around. This book saves you from 99% of that work. The author has documented nearly every complication that you will run into. The other Java gaming books explain how to apply common sense and traditional gaming strategies to the Java APIs (usually following Sun's tutorials exactly), giving step-by-step instructions on how to do so. Besides the point that this adds no value for somebody capable of following Sun's tutorials and APIs, they offer no help where you need it most... where the straight-forward approach is unsatisfactory or just doesn't work for some reason.
Another thing that has saved me a ton of frustration and time is advice from the author. For my specific game project I've run into several questions which I've been unable to answer by web searches, posting to forums, etc. I've emailed Davison (the author), and he has answered each of my questions concisely and to the point every time. (I don't want you to spam him, so please don't send questions until after you have looked for the answer in his book!).
To address concerns that other reviewers have posted:
This book is not just for "advanced" Java developers. As Davison has emailed me, the intended audience is, "someone who has just got past their first Java course". He purposefully avoids avoids all but elemental Java features (e.g., no ternaries, abstract classes, logging infrastructures, IOC).
WRT examples, you are not buying a gaming library or framework. The goal is not to give you production classes that you can use as-is in production quality products. Other reviewers are demanding production-ready examples. It is impossible to make production-ready examples that can be easily understood by first-year Java developers. If you want production-ready classes, don't look for them in a HOW-TO book, find them elsewhere or read this book and then write them yourself.
That being said, I am only still a novice, and this book goes a bit over my head in some (most) areas. I would recommend this book to someone who has had quite a lot of exposure to Java, but not to someone of the same skillset as myself, having taken only one class.
Again, it is a great book from what I have gleaned, and it will most definitely come in handy in the future. But make sure you have a very sturdy base in Java before giving it a try.