Fundamental 2D game programming with Java

Fundamental 2D game programming with Java

by Wright, Timothy, (Software engineer)

Type Book
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Learning the fundamentals of 2D game programming is the key to quickly building game-development expertise. Understanding the elements of the 2D environment will provide a solid foundation in game creation, whether you stick with 2D or move on. This book teaches you the basics using Java, including application programming, full-screen games, input handling, matrix transformations, basic physics, intersection testing, collision detection, and much more. The book's three parts cover: The Foundati…

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Title Statements

  • Full title :Fundamental 2D game programming with Java / Timothy Wright.

Summary

Learning the fundamentals of 2D game programming is the key to quickly building game-development expertise. Understanding the elements of the 2D environment will provide a solid foundation in game creation, whether you stick with 2D or move on. This book teaches you the basics using Java, including application programming, full-screen games, input handling, matrix transformations, basic physics, intersection testing, collision detection, and much more. The book's three parts cover: The Foundations (building a simple prototype game), the Polish (fine-tuning to create a satisfying gaming experience), and The Complete Game (creating an entire game from start to finish). Author and game developer Timothy Wright shares his toolkit of code and expertise to help you speed up the process of game programming in Java. --

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Edition Statements

  • Publication Date:©2015

Publication Statements

  • Publisher(s):Cengage Learning PTR
  • Place of Publication:Boston, MA
  • Language:eng
  • Publication Date:©2015

The Physical Object

  • Description:1 online resource (1 volume) : : illustrations

Edition Identifiers

  • ISBN:9781305076549, 1305076540, 1305076532, 9781305076532
  • oclc:ocn875001631
  • LC Classification:QA76.73.J38
  • Dewey Decimal:005.133

Table of Contents

Cover -- Contents -- Introduction -- PART I: THE FOUNDATIONS -- Chapter 1 Hello World -- Using the FrameRate Class -- Creating the Hello World Application -- Using Active Rendering -- Creating a Custom Rendering Thread -- Creating an Active Rendered Window -- Changing the Display Mode -- Active Rendering in Full-Screen Display Mode -- Resources and Further Reading -- Chapter 2 Input -- Handling Keyboard Input -- Keyboard Improvements -- Handling Mouse Input -- Relative Mouse Movement -- Resources and Further Reading -- Chapter 3 Transformations

Using the Vector2f ClassUsing Polar Coordinates -- Understanding Points and Vectors -- Using Matrix Transformations -- Row-Major vs Column-Major Matrices -- Understanding the Matrix3x3f Class -- Affine Transformation -- Resources and Further Reading -- Chapter 4 Time and Space -- Calculating Time Delta -- Screen Mapping -- Adjusting the Viewport Ratio -- Cannon Physics -- Resources and Further Reading -- Chapter 5 Simple Game Framework -- Screen-to-World Conversion -- Understanding the Simple Framework -- Using the Simple Framework Template

Resources and Further ReadingChapter 6 Vector2f Updates -- inv() -- add() -- sub() -- mul() -- div(…

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