Printing time: June 2004, 1 printing.
Page number: 16
Price grid (yuan): 68 Part I basic Java game
Chapter 1 Java threads. 1 What is a thread 1? 2 Generate and run the thread 1. 2. Extend the thread class 1. 2.2 Implement the Runnable interface 1. 2.3 Use anonymity. 2.4 Wait for the thread to end 1. 2.5 sleep thread 1. 3 Synchronization 1 Why synchronization 1. 3.2 How to synchronize 1? 3.3 synchronization? What is 1? No.3.4 1. 4 Use Wait and Notify 1. 5 Java event model 1. 6 When to use thread 1. 7 When not to use thread 1. 8 thread pools 1. 9 abstract
Chapter 2 2D graphics and animation II. 1 full screen graphics 2. 1. 1 screen layout 2. 1.2 pixel color and bit depth 2. 1.3 refresh rate 2. 1.4 Switch the monitor to full screen mode 2. 1. Select display mode 2. 2 pictures 2. 2. 1 transparency 2. 2.2 file format 2. 2.3 Read the picture 2. 2.4 hardware accelerated mirroring 2. 2.5 Drawing benchmark program 2. 2.6 animation 2. 2.7 activity drawing 2. 2.8 animation cycle 2. 3 Avoid flicker and crack 2. 3. 600000000000 1+0 Double cache 2 .3.2 Turn pages 2. 3.3 Monitor refresh and crack 2. 3.4 BufferStrategy Class 2。 3.5 Generate Screen Manager 2. 3.6 Ghost 2. 4 Simple effect 2. 5 abstract
Chapter 3 Interaction and User Interface. 1 AWT event model3. 2 keyboard input 3. 3 mouse input 3. 4 Use the mouse 3 to view the movement mode. 5 Create an input manager 3. 6 Use the Input Manager 3. 6. 1 Pause the game 3. 6.2 Increase gravity 3. 7 Design an intuitive user interface 3. 8 use Swi. Natural gas composition 3. 8. 1 swing foundation 3. 8.2 Create a simple menu with Swing 3. 9 Full screen mode 3. 10 player configuration summary keyboard 3. 1 1.
Chapter iv sound effects and music. 1 sound foundation 4.2 JavaSoundDAPL 4.2. 1 open sound file 4. 2.2 Play the sound with line 4. 3 4 Create a real-time sound filtering framework 4. 5 Create real-time echo filtering 4. 6 simulate 3D sound 4. 6. 1 Generate three. The idea of 3D filter 4. 6.2 Implement 3D filter 4. 6.4 Test the 3D filter 4. 7 Create a sound manager 4. 7. 1 sound level 4. 7.2 Sound Manager 4 categories. 7.3 thread local variables 4. 8 Play music 4. 8. 1 Play CD audio 4. 8.2 play. MP3 and OggVorbis 4. 8.3 play MIDI music 4. 8.4 Generating adapted music 4. 9 abstract
Chapter 5 Create a 2D platform game 5. 1 Generate a map based on floor tiles 5. 1. 1 realize tile map 5. 1.2 Read the tiled map. 1.3 Draw a flat map 5. 1.4 ghost painting 5.65438+ 5438+0. 6 charger 5. 1.7 Simple bad guy 5. 2 collision detection 5. 2. 1 collision detection 5. 2.2 Handling collisions 5. 2.3 Ghost Collision 5. 3 completion and acceleration 5. 4. Generation of executable files. Jar file 5. 5 Extended Game 5 Summary. six
Chapter 6 multiplayer game 6. 1 Java I/ O library reform 6.1.1JDK1.4 nio library overview 6. 1.2 Channel 6. 1.3 Cache 6. 1.4 selector and select key 6. 2 Basic multiplayer game application 6.2.66 2. 2 Set up and run the server 6. 2.3 Client 6. 2.4 Set up and run the client 6. 3 Multi-party game server framework 6. 3. 1 design objectives and tactics 6. 3.2 Design 6. 3.3 *** Implementation 6. 3.5 Client 6. 4 RPS game tape class and interface 6. 3.4 server 6. 4. 1 class 6. 4.2 run RPS game 6. 5 Establish a framework 6. 5. 1 client GUI 6. 5.2 insist on 6. 5.3 Partner list, lounge and chat. 6 server management. 6. 1 registration 6. 6.2 startup/shutdown 6. 6.3 Server Management Console 6. 6.4 game monitoring 6. 7 advanced topic 6. 7. 1 Cut and reconnect 6. 7.2 HTTP tunnel 6. 7.3 quantitative test 6. 7.4 Modem Connection 6.7
The second part is 3D graphics and advanced technology.
Chapter 7 Three-dimensional drawing types of three-dimensional graphics. 1 7.2 math review 7. 2. 1 trigonometry and right triangle 7. 2.2 Basis of Vector Mathematics 7. 3 3D Math 7. 4 3D Math 7. 5 polygons 7. 6 3D conversion 7. 6. 1 rotate 7. 6.2 packaging rotation and translation transformation 7. 6.3 Simple pipeline with conversion 7. 6.4 Rotation sequence 7. 7 3D 7。 8 lens movement 7. 9 solids and delete 7. 9. 1 dot product 7. 9.2 cross product 7. 9.3 Talk about dot product and cross product 7. 10 Scan and transform the polygon again. 7. 160.
Chapter 8 Texture Mapping and Lighting. 1 the basis of perspective correct texture mapping 8. 2 Simple texture mapper 8. 3 Optimized texture mapping 8. 3. 1 storage format 8. 3.2 original optimization 8. 3.3 Embedded Method 8. 3.4 fast texture mapping demo program 8. 4 Simple lighting 8. 4. 1 diffuse reflection 8. 4.2 Ambient light 8. 4.3 Intensity of light source 8. 4.4 reduction of distance 8. 4.5 realization of point light source 8. 5 Realization of texture illumination 8. 6 Advanced lighting using shadow image 8. 6. 1 to find the boundary rectangle 8. 6.2 Use color file images 8. 6.3 Create a color file image 8. 6.4 Create Surface 8.8 .5 Cache Surface 8. 6.6 Shadow surface demonstration program 8. 7 Other concepts. 7. 1 depth tip 8. 7.2 artifact 8. 7.3 MIP mapping 8. 7.4 bilinear interpolation 8. 7.5 trilinear interpolation 8. 7.6 Normal line drawing and depth 8. 7.7 Other types of lamps. 8 summary.
Chapter 9 Surface Hiding of 3D Objects. 1 9. 1 oil painting algorithm 9. 1.2 Anti-oil painting algorithm 9. 1.3 Z cache 9. 1.4 uses Z 9' s 1/ Z cache. 1.5 calculate z depth 9. 2 3D animation 9. 2. 1 space movement 9. 2.2 angular motion 9. 3 Polygon group 9. 4 Load polygon group from OBJ file 9.4. 1bj file format 9. 4.2 MTL file format 9. 5 game entities 9. six
Chapter 10 Managing 3D scenes with BSP tree 10.1Introduction to BSP tree10. Binary tree foundation 10. 3 One-dimensional BSP tree 10. 4 2D BSP tree 10. 4. 1 Establish BSP. Traversal example 10. 5 Realize the two-dimensional BSP tree 65438+ 00.5. 1 BSP line 65438+ 00.5.2 Determine the edge of a point relative to a straight line 10. 5.3 BSP polygon 10. 5.4 Traverse BSP Tree 65438+. 00.5.6 Traverse from front to back 10. 5.7 Establishment of Tree 10. 5.8 Intersection point of two straight lines 10. 5.9 Cut polygon 10. 5. Use a straight line for10 and delete the T-joint 10.5.
The first BSP tree example, 10. 8. Draw an entity in the scene, 10. 9. Load the map from the text. 10. 10, and summarizes the improvement of 10. 1
Chapter 65438 +0 1 collision detection 1 1 collision basis 1 1. 2 collision between entities 1.2. 1 reduction test 16558. 3 border cylinder 1 1. 2.4 discrete time problem 1 1. 3 Collision between an entity and the world 1.3. 1 boundary of the test floor 1 1. 3.2 Find the specific location. The current floor and ceiling height test is 1 1. 3.4. The boundary of the test wall is 1 1.3.5, and the intersection of line segments of the BSP tree is 1 1. 3.6. The corner problem is 1 1. 3.7. Realization with entity/world collision detection 1 1. 4 basic collision detection demonstration program 1 1. 5 Sliding and collision handling 1 1. 5. Slip between entities 1 1. 5.2 The entity slides along the wall. The entity slides along the ground 1 1. 5.4 jump to 1 1. 6 collision detection and sliding demonstration program 1 1. 7 Improved 1 1. 8 summary.
Chapter 12 Path search 12. 1 path search basis 12. 2 Preliminary path search method 12. 3 A* algorithm basis 12. 4 A* algorithm 12 is adopted. 5 BSP tree and a *. Algorithm 12. 5. 1 portal 12. 5.2 Implement portal 12. 6 General path search 12. 7 establish PathBot 12. 8 improve A* search 12. 9 summary.
Chapter 13 artificial intelligence 13. 1 artificial intelligence foundation 13. 2 reduce the power of Bot 13. 2. 1 vision 13. 2.2 Listening 13. 3 state machine and response 13. 6 mode 13. 6. 1 evasion 13. 6.2 attack 13. 6.3 Run 13. 6.4 aiming 13. 6.5 beats 65438+. 8+03.8. 1 brain 13. 8.2 Life and death 13. 9 evolution 13. 9. 1 regeneration 13. 9.2 evolutionary Bot 13. 9.3 Demonstrate improvement.
Chapter 14 Game Script 14. 1 About the script 14. 2 realize contact and issue notice 14. 3 game entity listener 14. 4 script 14. 4. 1 design script 14. 5438+04.5 delayed event 14. 6 comprehensive 14. 7 improvement 14. 8 abstract
Chapter 15 Save the game. 1 Game Rescue Foundation 15. 2 use Java to serialize API 15. 2. 1 introduction to serialization 15. 2.2 Serialization Basis 15.2.2. .2.4 Serialization problem 15. 2.5 Override the default behavior 15. 3 Generate game screen graphics 15. 3. 1 Generate screen sketch graphics 15. 3.2 Save the graph 15. 4 Save the game to the correct destination.
The third part is to adjust and complete the game.
Chapter 16 optimization technology. 1 optimization rules 16. 2 analysis 16. 2. 1 benchmark 16. 2.2 using hotspot analyzer 16.3 hotspot 65438. Va specific optimization 16. 3.2 Death code elimination 16. 3.3 Improvement of loop invariance 16. 3.4 Common * * * sub-expression elimination 16. 3.5 Constant transfer 16. 3.6 Inline method 16. 4 Optimize skills 16. 4. 1 algorithm 16. 4.2 shifts 16. 4.3 Find the module. Index of 4.5 16. 4.6 Multi-loop invariant improvement 16. 4.7 lookup table 16. 4.8 fixed-point arithmetic 16. 4.9 Exception 16. 4. 10 input and output 16. 4. 1 1 memory mapping file 16. 5 Memory usage and recovery 16. 5. 1 Java heap and memory recovery 16. 5.2 Monitor memory recovery 16.5.2. Heap 16. 5.5 Call the memory recycling unit 16. 5.6 Reduce object generation 16. 5.7 object reuse 16. 5.8 Object Pool 16. 6 summary of perceptual performance 16. 7.
The game graphics generated in chapter 17 are consistent with the sound 17. 1 Choose the appearance 17. 1 Find inspiration 17. 1.2 get free copyright game media 17. 2.5438+07.4 Tools 17. 5 Generate sound 17. 6 Generate textures and ghosts 17. 6. 1 graphic file format 17. 6.2 Generate seamless texture 17. 6.3 Generate replacement texture 65438+. 07.6.5 Generate multi-layer texture 17. 7 Generate beautiful screen and HUD graphics 17. 8 Generate UI graphics 17. 9 Generate font 17. /kloc-0 0 summary.
Chapter 18 game design and finally 10% 18. 1 finally 10% 18. 1 effect 18. 1.2 8+0 environment 18. 2.2 story elements 18. 2.3 Play games 18. 2.4 Tell users how to play 18. 3 Generate texture editor 18. 4 debugging 18. 4. 1.Zhi 18。 5 protection code 18. 6 game deployment 18. 7 JavaWebStart game deployment 18. 7. 1 get resources from jar file 18. 7.2 signature jar file 18. 7.3 Generate JNLP file. 8.7.4 Set the Web server 18. 8 naturally compiled game deployment 18. 9 updates and patches 18. 10 bandwidth problem. 1 1 feedback and beta testing 18. 36686.88686866666
The future evolution of chapter 19 19. 1 Java 19。 1. 1 Java community 19. 1.2 BugParade 19.2 Java 65438。 9.2. 1 general JSRl4 19. 2.2 enumerate JSR20 1 19. 2.3 static entrance JR20 1 19. 2.4 improvement of cyclic JSR20 1 65438. 19.2.6 network transmission format JSR200 19. 2.7 *** Enjoy the virtual machine JSR12119.3 What the Java platform needs19. 3. 1 More mouse and keyboard input options 19. 3.2 joystick input 19. 3.3 Hardware accelerated translucent image 19. +09.3.5 Hardware accelerated graphics and full-screen mode in Linux19. 3.6 3D characteristics of hardware acceleration in running environment 19. 3.7 HotSpotSIMD optimization 19. 3.8 More font smoothing options 19. 3.9 Other circumstances 19. 4.
Java is a new generation programming language developed by Sun Company. It can be used to develop software in various network environments with different machines and different operating platforms.
Game programming belongs to software development. Making software by programming belongs to programming, but it is in progress, and once compiled, it belongs to software development.