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Killer Game Programming in Java
book

Killer Game Programming in Java

by Andrew Davison
May 2005
Intermediate to advanced content levelIntermediate to advanced
998 pages
26h
English
O'Reilly Media, Inc.
Content preview from Killer Game Programming in Java

Sun Microsystems Isn't Interested in Supporting Java Gaming

The games market isn't a traditional one for Sun, and it'll probably never have the depth of knowledge of a Sony or Nintendo. However, the last few years have demonstrated Sun's increasing commitment to gaming.

J2SE has strengthened its games support through successive versions: Version 1.3 improved its graphics and audio capabilities, and Version 1.4 introduced full-screen mode and page flipping in hardware. Faster I/O, memory mapping, and support for nonblock sockets, which is especially useful in client/server multiplayer games, also appeared first in 1.4. Version 5.0 has a decent nanosecond timer at last. Java extension libraries, such as Java 3D, the Java Media Framework (JMF), the Java Communications API, Jini, and JAXP (Java's peer-to-peer API) offer something to games programmers.

Sun started showing an interest in gaming back in 2001, with its announcement of the Java Game Profile, a collaboration with several other companies, including Sega and Sony, to develop a Java gaming API. The profile was perhaps too ambitious, and was abandoned at the end of 2003. However, it did produce three game-focused technologies: a Java binding for OpenGL called JOGL, a binding for OpenAL (a 3D audio library) called JOAL, and JInput.

Part of the 2001 initiative was the creation of the JavaGaming.org web site (http://www.javagaming.org), initially manned by volunteers. In 2003, the Game Technology Group was formed, and JavaGaming.org ...

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Publisher Resources

ISBN: 0596007302Supplemental ContentErrata Page