A Graphical View of This Book
This book has four parts: 2D programming, 3D programming with Java 3D, network programming, and two appendixes on installation. The following figures give more details about each one in a visual way. Each oval is a chapter, and the arrows show the main dependencies between the chapters. Chapters on a common theme are grouped inside dotted, rounded gray squares.
2D Programming
Figure P-1 shows the 2D-programming chapters.

Figure P-1. 2D-programming chapters
Chapter 1 is a defense of Java for gaming, which Java zealots can happily skip. The animation framework used in the 2D examples is explained in Chapter 2, followed by two chapters applying it to a simple Worms example, first as a windowed application, then as an applet, then using full screen mode, and almost full screen mode. Chapters 3 and 4 contain timing code for comparing the frame rate speeds of these approaches.
Chapters 5 and 6 are about imaging, mostly concentrating on Java 2D. Chapter 6 has three main topics: classes for loading images, visual effects, and animation.
Chapters 7 through 10 are about Java Sound: Chapter 8 develops classes for loading and playing WAV and MIDI audio, and Chapters 9 and 10 are on sound effects and music synthesis.
A reader who isn't much interested in visual and audio special effects can probably skip the latter half of Chapter 6, and all of Chapters 9 and 10. However, ...
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