Pro Java Games Development

Leveraging the JavaFX APIs

Weitere Formate

Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games.

Along the way you’ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level.

The final section of Pro Java 9 Games Development puts the final polish on your abilities. You’ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets.

What You’ll Learn

  • Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9

  • Integrate new media assets, such as digital imagery and digital audio

  • Integrate the new JavaFX 9 multimedia engine API

  • Create an interactive 3D board game, modeled, textured, and animated using JavaFX 

  • Optimize game assets for distribution, and learn how to use the Java 9 module system

Who This Book Is For

Experienced Java developers who may have some prior game development experience. This book can be for experienced game developers new to Java programming. 

Wallace Jackson has been writing for leading multimedia publications about his work in new media content development since the advent of Multimedia Producer Magazine nearly two decades ago, when he wrote about computer processor architectures for centerfolds (removable "mini-issue" insert) distributed at SIGGRAPH. Since then, Wallace has written for several other publications about his work in interactive 3D and new media advertising campaign design, including 3D Artist,Desktop Publishers Journal, CrossMedia, AVvideo and Kiosk Magazine.
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  • Part One: Software Installation and Foundational Concepts for 2D Content, 3D Content and Game Development
    1: Setup Your Java Games Development Workstation (NetBeans, JDK, GIMP, Blender, Audacity, Lightworks, Inkscape)2: An Introduction to Content Creation: 2D New Media Asset Concepts and Principles3: Advanced Content Creation: 3D Asset Concepts and Principles4: An Introduction to Game Design: Game Design Concepts and TechniquesPart Two: NetBeans 8.1, Java, and JavaFX 8.0: Your Coding Foundation for Pro Java Games Development 5: Java 8 Development Using the NetBeans 8 IDE (NetBeans 8 Primer, IDE Features, Configuration)6: Java Programming Language Primer (New Features, Language Overview, API Summary, etc.)7: The JavaFX Multimedia API Overview and Primer (New Features, API Overview, Codecs, Formats)8: The JavaFX Scene Graph Architecture (Scene Graph Hierarchy Concepts, Structures, Application)Part Three: Core Game Design Concepts and 2D Sprite Animation 9: Digital Audio for 2D and 3D Game Development (AudioClip, AudioTrack, AudioEqualizer Classes)10: The JavaFX 60FPS Pulse Game Engine (Using an AnimationTimer Class to access the JavaFX 8 Pulse Timing Engine)11: Creating the Actor Engine (Game Character Design using Java 8 abstract classes)12: Creating the Event Handling Engine (Adding Interactivity based on user input events)13: Creating 2D Game Sprites and Animated Movement (Moving the Game Character around your screen)Part Four: 3D Game Design Concepts and Advanced Game Design Techniques 14: 3D Shape Classes in JavaFX 8.0 (Shape3D, Box, Sphere, Cylinder, Mesh, MeshView, TriangleMesh)15: 3D Mesh Classes in JavaFX 8.0 and Importing Mesh Objects from 3D Modelers16: Implementing a Collision Detection Engine17: Implementing Your Gameplay Logic Engine 18: Implementing a Physics Simulation EnginePart Five: Hybrid (2D + 3D) Game Design Concepts, Game Publishing and Internet of Things (IoT)
    19: Hybrid Game Design Concepts and Techniques20: Creating Games for Internet of Things Consumer Electronics Devices21: Publishing Games to Different Personal Computer Platforms: Windows, Macintosh, Linux and OpenSolaris22: Publishing Games to Different Embedded Computer Platforms: Android OS, iOS, Tizen OS, Firefox OS23: Tying It All Together
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Einband Taschenbuch
Seitenzahl 633
Erscheinungsdatum 15.11.2017
Sprache Englisch
ISBN 978-1-4842-0974-5
Verlag Apress L.P.
Maße (L/B/H) 25.4/18.1/4.3 cm
Gewicht 1299 g
Abbildungen mit 474 Farbabbildungen
Auflage 1st ed.
Buch (Taschenbuch, Englisch)
Buch (Taschenbuch, Englisch)
Fr. 68.90
Fr. 68.90
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inkl. gesetzl. MwSt.
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