𝔖 Scriptorium
✦   LIBER   ✦

📁

Pro Java™ 6 3D Game Development: Java 3D™, JOGL, JInput, and JOAL APIs

✍ Scribed by Andrew Davison (auth.)


Publisher
Apress
Year
2007
Tongue
English
Leaves
528
Edition
1
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


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!

Java gaming expert Andrew Davison will show you how to develop and program 3D games in Java technology on a PC, with an emphasis on the construction of 3D landscapes. It's assumed you have a reasonable knowledge of Java—the sort of thing picked up in a first Java course at school.

Topics are split into three sections: Java 3D API, non-standard input devices for game playing, and JOGL. Java 3D is a high-level 3D graphics API, and JOGL is a lower-level Java wrapper around the popular OpenGL graphics API.

You'll look at three non-standard input devices: the webcam, the game pad, and the P5 data glove.

Along the way, you'll utilize several other games-related libraries including: JInput, JOAL, JMF, and Odejava.

Learn all the latest Java SE 6 features relevant to gaming, including: splash screens, JavaScript scripting as well as the desktop and system tray interfaces.

Unique coverage of Java game development using both the Java 3D API and Java for OpenGL, as well as invaluable experience from a recognized Java gaming guru, will provide you with a distinct advantage after reading this book.

✦ Table of Contents


Front Matter....Pages i-xxviii
Front Matter....Pages 1-1
Introducing Java 3D....Pages 3-14
Get a Life (in 3D)....Pages 15-48
Get a Life (the Java 6 Way)....Pages 49-82
The Colliding Grabbers....Pages 83-120
When Worlds Collide....Pages 121-144
A Multitextured Landscape....Pages 145-177
Walking Around the Models....Pages 179-201
More Backgrounds and Overlays....Pages 203-229
Front Matter....Pages 231-231
More Backgrounds and Overlays....Pages 233-249
Navigating a 3D Scene by Waving Your Arm....Pages 251-271
Building a Gamepad Controller with JInput....Pages 273-301
Gamepad Grabbers....Pages 303-326
3D Sound with JOAL....Pages 327-347
The P5 Glove....Pages 349-373
Front Matter....Pages 375-375
Two JOGL Programming Frameworks....Pages 377-407
Touring the World....Pages 409-438
Loading Models....Pages 439-473
Back Matter....Pages 475-498

✦ Subjects


Programming Languages, Compilers, Interpreters


📜 SIMILAR VOLUMES


Pro Java 6 3D Game Development: Java 3D,
✍ Andrew Davison 📂 Library 📅 2007 🏛 Apress 🌐 English

This book is divided into three main sections: Java 3D, nonstandard input devices for game playing,and JOGL.<br>Java 3D is a high-level 3D graphics API based around the construction of a scene graph data<br>structure that contains the objects that appear in the 3D scene. Java 3D topics covered here

Pro Java 6 3D Game Development: Java 3D,
✍ Andrew Davison 📂 Library 📅 2007 🌐 English

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

Foundations of 3D Graphics Programming:
✍ Jim X. Chen, Chunyang Chen (auth.) 📂 Library 📅 2008 🏛 Springer-Verlag London 🌐 English

<p><P><STRONG><EM>"A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java."</EM></STRONG></P><P><STRONG><EM>Dr. Jack Bresenham, Retired IBM Senior Technical Staff Member</EM></STRONG></P><P>Increasingly

Foundations of 3D Graphics Programming:
✍ Jim X. Chen PhD, Edward J. Wegman PhD (auth.) 📂 Library 📅 2006 🏛 Springer London 🌐 English

<P><STRONG><EM>"A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java."</EM></STRONG></P><P><STRONG>Dr. Jack Bresenham, Retired IBM Senior Technical Staff Member</STRONG></P><P></P><P>&nbsp;</P><P>Incre

Foundations of 3D Graphics Programming:
✍ Jim X. Chen, Edward J. Wegman 📂 Library 📅 2006 🏛 Springer 🌐 English

<span>This new text/reference is a shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. It covers all graphics basics and several advanced topics, without including some implementation details that are not necessary in graphics applications. It al