<p><p>Create strange lands filled with mysterious objects (cows frozen in blocks of ice, chirping penguins, golden globes with wavering eyes) and throw away your keyboard and mouse, to go exploring armed only with a gamepad, power glove, or just your bare hands!</p><p>Java gaming expert <strong>Andr
Pro Java 6 3D Game Development: Java 3D, JOGL, JInput and JOAL
β Scribed by Andrew Davison
- Publisher
- Apress
- Year
- 2007
- Tongue
- English
- Leaves
- 527
- Series
- Expert's Voice in Java
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
This book is divided into three main sections: Java 3D, nonstandard input devices for game playing,and JOGL.
Java 3D is a high-level 3D graphics API based around the construction of a scene graph data
structure that contains the objects that appear in the 3D scene. Java 3D topics covered here include how to build your own 3D models, load existing models, create detailed landscapes, display beautiful skies and backgrounds, and have users navigate through the scene, bumping into things as they go.
I examine three nonstandard input devices: the webcam, the gamepad, and the P5 data gloveβall fun alternatives to the rather boring PC keyboard and mouse.
JOGL is a Java wrapper around the popular OpenGL 3D graphics API, which offers a less high-
level programming abstraction than Java 3D (in particular, thereβs no scene graph to build). JOGLβs closeness to OpenGL means thereβs a wealth of existing OpenGL examples, tutorials, and program-
ming tips and techniques that can be reused without much recoding. I look at topics similar to
those for Java 3D: landscapes, skyboxes, billboards, picking, fog, overlays, and building and loading
models.
β¦ Table of Contents
Pro Java 6 3D Game Development: Java 3D, JOGL, JInput, and JOAL APIs......Page 1
Table of Content......Page 8
PART 1 Java 3D......Page 30
CHAPTER 1 Introducing Java 3D.......Page 32
CHAPTER 2 Get a Life (in 3D)......Page 44
CHAPTER 3 Get a Life (the Java 6 Way)......Page 78
CHAPTER 4 The Colliding Grabbers......Page 112
CHAPTER 5 When Worlds Collide......Page 150
CHAPTER 6 A Multitextured Landscape......Page 174
CHAPTER 7 Walking Around the Models.......Page 208
CHAPTER 8 More Backgrounds and Overlays......Page 232
PART 2 Nonstandard Input Devices......Page 260
CHAPTER 9 Webcam Snaps......Page 262
CHAPTER 10 Navigating a 3D Scene by Waving Your Arm......Page 280
CHAPTER 11 Building a Gamepad Controller with JInput......Page 302
CHAPTER 12 Gamepad Grabbers......Page 332
CHAPTER 13 3D Sound with JOAL......Page 356
CHAPTER 14 The P5 Glove......Page 378
PART 3 JOGL......Page 404
CHAPTER 15 Two JOGL Programming Frameworks......Page 406
CHAPTER 16 Touring the World.......Page 438
CHAPTER 17 Loading Models.......Page 468
Index......Page 504
β¦ Subjects
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This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by Java gaming expert, Andrew Davison, this book will be first Java game book to market that uses the new Java (SE) 6 platfor
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