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  • Advanced Java Game Programming

    Advanced Java Game Programming by Wallace Croft, David;

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      • Publisher's listprice EUR 46.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        19 513 Ft (18 584 Ft + 5% VAT)
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    19 513 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number Softcover reprint of the original 1st ed.
    • Publisher Apress
    • Date of Publication 30 March 2004
    • Number of Volumes 1 pieces, Book

    • ISBN 9781590591239
    • Binding Paperback
    • No. of pages584 pages
    • Size 235x178 mm
    • Weight 1096 g
    • Language English
    • Illustrations 30 Illustrations, black & white
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    Long description:

    Advanced Java Game Programming teaches you how to create desktop and Internet computer games using the latest Java programming language techniques. Whereas other Java game programming books focus on introductory Java material, this book covers game programming for experienced Java developers.


    David Wallace Croft, founder of the Game Developers Java Users Group (GameJUG), has assembled an open-source reusable game library?a Swing animation engine that allows developers to use these techniques and put out new games very rapidly.


    The open-source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is open source, including the example games. The animation has been scrupulously tested and optimized in the Swing environment, and Croft clearly explains how the code works in great detail. The graphics and audio libraries used in the examples are public domain and may also be used royalty-free for creating new games.



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    Table of Contents:

    Development Setup.- Deployment Frameworks.- Swing Animation.- Animation Library.- Advanced Graphics.- Persistent Data.- Game Architecture.- A* Algorithm.- HTTP Tunneling.- HTTP Polling.- HTTP Pulling.

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