Beginning Java 5 game programming / Jonathan S. Harbour.
Material type:
TextPublisher: Boston, MA : Boston, MA : [2006]Copyright date: ©2006Description: xv, 358 pages : illustrations ; 23 cm + 1 CD-ROM (4 3/4 in.)Content type: - text
- unmediated
- volume
- 1598631500 (pbk.)
- 794.81526 22 H.J.B
- QA76.76.C672 H353 2006
| Item type | Current library | Collection | Call number | Status | Date due | Barcode | |
|---|---|---|---|---|---|---|---|
Books
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Main library B10 | Computers & Information Technology ( Digital Media Tech. ) | 794.81526 H.J.B (Browse shelf(Opens below)) | Available | 00009130 |
Includes bibliographical references and index.
Ch. 1. Getting started with Java 5 --
Ch. 2. Java programming essentials --
Ch. 3. Keyboard and mouse input --
Ch. 4. Sound effects and music --
Ch. 5. Creating your first Java game --
Ch. 6. Java 2-D --
vector graphics and bitmaps --
Ch. 7. The game loop, timing, and threads --
Ch. 8. Basic 2-D actors --
the infamous "sprite" --
Ch. 9. Advanced sprite programming --
animation --
Ch. 10. Creating a Java game framework --
Ch. 11. Enhancing and polishing galactic war --
Ch. 12. Deploying Java games on the Web.
The Java platform has attracted over 4 million software developers, with worldwide use in every major industry segment, and a presence in a range of devices, computers, and networks of any programming technology. In fact, its versatility, efficiency, platform portability, and security have made it the ideal technology for network computing.
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