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Pro Java 6 3D Game Development: Java 3D, JOGL, Jinput, & JOAL APIs
This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL).
Written by Java gaming expert, Andrew Davison, this book will be first Java game book to market that uses the new Java (SE) 6 platform and its features including splash screens,
scripting, and the desktop tray interface.
This will be first and maybe only book to market that covers Java game development using the Java 3D API and Java for OpenGL, both critical components and libraries to Java-based 3D game application development.
1. Java 3D and JOGL
Section 1. Java 3D
2. Get a Life (in 3D)
3. Getting a Life with J2SE 6
4. Collide with the Grabbers
5. When Worlds Collide
6. A Multitextured Landscape
7. Backgrounds and Overlays
Section 2. Non-standard Input Devices
8. Webcam Snaps
9. Navigating a 3D Scene by Waving Your Arm
10. Building a Game Pad Controller with JInput
11. The P5 Data Glove
Section 3. JOGL
12. Two JOGL Programming Approaches
13. Touring the World
14. Loading Models
15. Touring a Crowded World
Appendix
Digging Through Your Garbage with J2SE 6
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