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Pro Java 9 Games Development - Wallace Jackson

Pro Java 9 Games Development

Leveraging the JavaFX APIs

(Autor)

Buch | Softcover
633 Seiten
2017 | 1st ed.
Apress (Verlag)
978-1-4842-0974-5 (ISBN)
CHF 74,85 inkl. MwSt
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.

1: The Different Faces of Java: Create a Java 9 Development Workstation.- 2: An Introduction to Content Creation: 2D New Media Asset Fundamentals.- 3: Advanced 3D Content Rendering: 3D Asset Concepts and Principles.- 4: An Introduction to Game Design: Game Design Concepts, Genres, Engines and Techniques.- 5: A Java Primer: Introduction to Java Concepts and Principles.- 6: Setting Up Your Java 9 IDE: An Introduction to NetBeans 9.- 7: Introduction to JavaFX 9: Overview of the JavaFX New Media Engine.- 8: JavaFX 9 Scene Graph Hierarchy: A Foundation for Java 9 Game Design.- 9: JavaFX 9 User Interface Design: The Front End for Java 9 Game Design.- 10: User Interface Design Interactivity: Event Handling and Imaging Effects.- 11: 3D Scene Configuration: Using the PerspectiveCamera and PointLight.- 12: 3D Model Design and Primitives: Using JavaFX 9 Shape3D Classes.- 13: 3D Model Shader Creation: Using the JavaFX 9 PhongMaterial Class.- 14: 3D Model Hierarchy Creation: Using Primitives to Create a Gameboard.- 15: 3D Game Play UI Creation: Using the Sphere Primitive to Create a UI Node.- 16: 3D Game Animation Creation: Using the Animation Transition Classes.- 17: i3D Game Square Selection: Using the PickResult Class with 3D Models.- 18: 3D GamePlay Design: Creating Your Game Content Using GIMP and Java.- 19: Game Content Engine: AI Logic with Random Content Selection Methods.- 20: Coding GamePlay: Setup Game Play Methods and Animated Camera View.- 21: Questions and Answers: Finishing the Setup Methods and Digital Audio.- 22: Scoring Engine: Creating the Score UI Layout and Scoring the Content.- 23: Completing the Game Play Code and Player Proofing Your Event Handling.- 24: Optimizing Game Assets and Code, and Game Profiling Using NetBeans.

Zusatzinfo 474 Illustrations, color; XXVIII, 633 p. 474 illus. in color.
Verlagsort Berkley
Sprache englisch
Maße 178 x 254 mm
Themenwelt Informatik Programmiersprachen / -werkzeuge Java
Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Theorie / Studium
ISBN-10 1-4842-0974-5 / 1484209745
ISBN-13 978-1-4842-0974-5 / 9781484209745
Zustand Neuware
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