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 uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This book is also unique in that it covers Java game development using the Java 3D API and Java for OpenGL--both critical components and libraries for Java-based 3D game application development.
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Andrew Davison received his Ph.D. from Imperial College in London in 1989. He was a lecturer at the University of Melbourne for six years before moving to Prince of Songkla University in Thailand in 1996. He has also taught in Bangkok, Khon Kaen, and Hanoi. His research interests include scripting languages, logic programming, visualization, and teaching methodologies. This latter topic led to an interest in teaching games programming in 1999. His O'Reilly book, iKiller Game Programming in Java/i, was published in 2005.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Destinations, frais et délaisVendeur : moluna, Greven, Allemagne
Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. This is the first and only book that covers 3D games programming on PCs using Java 3D and JOGLThe book utilizes gaming features offered by the new Java 6 platform, and will be the first to market on Java 6 game developmentAuthor, Andrew Dav. N° de réf. du vendeur 11464592
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Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This book is also unique in that it covers Java game development using the Java 3D API and Java for OpenGL--both critical components and libraries for Java-based 3D game application development 508 pp. Englisch. N° de réf. du vendeur 9781430211860
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Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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. N° de réf. du vendeur 9781430211860
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Vendeur : Revaluation Books, Exeter, Royaume-Uni
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