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Killer Game Programming in Java

By Andrew Davison
First Edition  May 2005 
Pages: 996
ISBN 10: 0-596-00730-2 | ISBN 13: 9780596007300
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Book description

This comprehensive guide has everything you need to program Java games. It offers the most thorough coverage of Java 3D available, and clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. This practical book is a must-have for anyone who wants to create adrenaline-fueled games in Java.
Full Description

Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers. Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects. Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.

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Will I get Paid Eventually?,  May 19 2005
Submitted by Anonymous Reader   [Respond | View]

I was frankly shocked to realize that the author of this ground-breaking tract, the author of this paradigm-shattering tome, the author who seems to like saying everything three different ways, should find time to act as a beacon of virtue, justice, and clarity.

What can we lowly mortals say, but...
thank you sire.

- the author


Will I get Paid Eventually?,  May 19 2005
Rating: StarStarStarStarStar
Submitted by Andrew Davison   [Respond | View]

I have read this book cover-to-cover many times, and am constantly amazed at how the author seems to be both a renaissance man, and yet a man of the people. His erudity is matched only by his compassion. His breadth matched only by his girth. His socks matched only by his shoes.

As I once again pleaded with my editor to send me some money, I realized that O'Reilly is a belief system that transcends mere publishing.

- the author

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Media reviews

"Killer Game Programming in Java could be a savior for the budding game programmer. With 905 pages filled with information, diagrams, and handy links, all of the basic components one needs is here... Implementation makes this book. Rather than just give you mindless strings of code, all code in this book is fully explained so that you understand exactly what it does and how it affects what you already have in place... for those who have some experience in the ways of Java and see themselves making cool little games, definitely go pick this one up. It’ll be the best $45 you ever spent towards your Java programming hobby or career."
--Chris Dahlberg, Cosmos Gaming, June 2005

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