000 02078 a2200337 4500
003 Nust
005 20170207154018.0
010 _a 2005296243
020 _a0596007302
024 3 _a9780596007300
035 _a(OCoLC)ocm60690639
040 _cNust
082 0 0 _a794.81526
100 1 _aDavison, Andrew.
245 1 0 _aKiller game programming in Java /(E-BOOK)
_cAndrew Davison.
246 3 0 _aKiller game programming
250 _a1st ed.
260 _aSebastopol, CA :
_bO'Reilly Media,
_cc2005.
300 _axxiv, 969 p. :
_bill. ;
_c24 cm.
500 _a"Java gaming & graphics programming"--Cover.
500 _aIncludes index.
505 _aChapter 1. Why Java for Games Programming?, Chapter 2. An Animation Framework, Chapter 3. Worms in Windows and Applets, Chapter 4. Full-Screen Worms, Chapter 5. An Introduction to Java Imaging, Chapter 6. Image Loading, Visual Effects, and Animation, Chapter 7. Introducing Java Sound, Chapter 8. Loading and Playing Sounds, Chapter 9. Audio Effects, Chapter 11. Sprites, Chapter 12. A Side-Scroller, Chapter 13. An Isometric Tile Game, Chapter 14. Introducing Java 3D, Chapter 15. A 3D Checkerboard: Checkers3D, Chapter 16. Loading and Manipulating External Models, Chapter 17. Using a Lathe to Make Shapes, Chapter 18. 3D Sprites, Chapter 19. Animated 3D Sprites, Chapter 20. An Articulated, Moveable Figure, Chapter 21. Particle Systems, Chapter 22. Flocking Boids, Chapter 23. Shooting a Gun, Chapter 24. A First-Person Shooter, Chapter 25. A 3D Maze.
650 0 _aComputer animation
650 0 _aComputer drawing
650 0 _aComputer games
_xProgramming.
650 0 _aJava (Computer program language)
651 _aKiller game programming in Java /(E-BOOK)
856 4 2 _3Contributor biographical information
_uhttp://www.loc.gov/catdir/enhancements/fy0912/2005296243-b.html
856 4 2 _3Publisher description
_uhttp://www.loc.gov/catdir/enhancements/fy0715/2005296243-d.html
856 4 2 _3Table of contents only
_uhttp://www.loc.gov/catdir/enhancements/fy1010/2005296243-t.html
942 _2ddc
_cBK
999 _c191530
_d191530