Advanced Java Game Programming cover

Advanced Java Game Programming

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Chapters
12
Series
Game Development Classics
ISBN
9787302110835

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Summary

This book is one of the Game Development Classics series, written by American developer David Wallace Croft and translated by Peng Hui, and published in Chinese by Tsinghua University Press in 2005 (the original was published by Apress). The book is aimed at developers who already have a Java foundation and wish to use newer Java language features and APIs to build complex 2D games for the Web and desktop. The author uses a reusable open-source animation library as the main thread, progressing chapter by chapter: starting with setting up the development environment and code library and compiling the sample game, then introducing a deployment framework adaptable to multiple platforms and animation thread management; next, explaining a Swing-based animation engine and a general animation library (scene management, Sprites, etc.); then moving to advanced graphics techniques such as hardware-accelerated graphics, multi-buffering, and full-screen exclusive mode; followed by persistence mechanisms for loading and saving game data in different deployment environments, object-oriented game architecture, and the implementation of the A* pathfinding algorithm. The latter half focuses on networked games: within the security restrictions common to Java games, it uses mechanisms such as HTTP tunneling, polling, and Pulling to achieve data transmission and synchronization between server and client; the sample networked game can run in a simple servlet container. The book provides numerous illustrations, source code, and sample games that readers can directly modify, recompile, and use in their own projects, with an appendix containing reference materials. The book has 11 chapters and about 425 pages.

Editor's review

Java 中的一些革新技术给 Java 游戏编程带来了新的气象,本书就是一个很好的证明。如果你已有一定的 Java 编程经验,并且希望充分利用现代 Java 语言功能和 API 的先进技术来创建高性能的动画游戏,那么本书就是合适的选择。 本书的突出特点是“可复用”。作者没有止步于零散的技巧演示,而是循序渐进地带读者搭建一个开放源代码的动画库:从 Swing 动画引擎与 Sprite、场景管理,到硬件加速、多缓冲与全屏独占模式,再到数据持久化与面向对象的游戏体系结构,每一章都以前面章节为基础,层层深入,使全书成为一个有机整体。A* 算法一章把游戏行业最常用的寻路算法落到可运行的示例上,网络部分则用 HTTP 隧道、轮询与 Pulling 三种方案,在普通 Java 部署环境的安全限制内实现客户端与服务器通信。 书中提供了丰富的游戏案例、图例和程序代码,所有示例都可修改重编译后直接运行,配套站点还提供源代码与图形、音效资源。需要提醒的是,本书成书于 2005 年,示例基于 Java 1.4 时代的 Applet/Swing 技术栈,部分内容(如 Applet 部署)已不适用于今天的开发环境,但动画引擎设计、渲染优化与网络同步思路仍有参考价值,适合作为理解经典 Java 2D 游戏架构的读物。

Who it's for

A good fit for

  • 有 Java 基础、想系统学习 2D 游戏架构与动画引擎的开发者
  • 对 Swing 动画、硬件加速渲染与多缓冲技术感兴趣的读者
  • 想了解 HTTP 隧道、轮询等网络同步方案的 Java 后端或游戏客户端人员
  • 需要可复用开源游戏库与示例代码作为练手项目的学习者

Not a good fit for

  • 完全没有 Java 语法基础、希望从零入门的初学者
  • 只做现代移动端或引擎(Unity、Unreal)开发的读者,书中技术栈较为陈旧
  • 期待覆盖 3D 图形、着色器或现代物理引擎内容的读者

Reading tips

  1. 先按第1章配置好开发环境并跑通示例游戏,再逐步阅读后续章节
  2. 把书中动画库作为主线,边读边手动重写关键类,理解设计取舍
  3. 阅读 A* 与网络通信章节时,用自己熟悉的小项目替换示例进行改造
  4. 注意成书年代较早,遇到 Applet 等过时 API 时可对照现代替代方案思考

About the publisher

Tsinghua University Press China · Founded in 1980

Founded in 1980, Tsinghua University Press has 57 titles in our collection, covering popular science, medicine, health, law, philosophy and social sciences. Representative works include medical popular-science books such as Cancer Truth: Doctors Are Reading It Too and New Knowledge on Cancer by Bo Luo (Li Zhizhong), legal titles such as Sunshine Is the Best Preservative: Express Delivery of Major Global Anti-Corruption Cases, and works like Qi Ge's A Brief History of Philosophy with Big Ideas and Liu Yunhao's From the Internet to a New Industrial Revolution. Its authors include science writers, medical researchers, the Renmin University of China anti-corruption master's class and university scholars, reflecting a publishing profile that balances academic seriousness with accessible reading. As public information is limited, this profile is based only on the titles in our collection.

Contents

  1. Chapter 1 Setting Up the Development Environment
  2. Chapter 2 Deployment Framework
  3. Chapter 3 Swing Animation
  4. Chapter 4 Animation Library
  5. Chapter 5 Advanced Graphics Techniques
  6. Chapter 6 Persistent Data
  7. Chapter 7 Game Architecture
  8. Chapter 8 The A* Algorithm
  9. Chapter 9 HTTP Tunneling
  10. Chapter 10 HTTP Polling
  11. Chapter 11 HTTP Pulling
  12. Appendix

FAQ

这本书适合零基础学 Java 的人读吗?
不太适合。原书明确面向已有一定编程经验、希望把游戏设计变成可部署程序的 Java 开发人员,书中直接进入部署框架、Swing 动画与网络通信等进阶内容,缺少 Java 语法与面向对象的基础讲解。
书中的技术现在还能用吗?
核心思路仍有价值,但技术栈偏旧。示例基于 Java 1.4 时代的 Swing 与 Applet 部署,Applet 已被淘汰;而动画引擎设计、双缓冲与全屏独占、A* 寻路及 HTTP 轮询同步等概念仍可迁移到现代项目。
书中是否提供可复用的代码库?
是。作者围绕一个开放源代码的动画与游戏开发库组织全书,逐章介绍各库类的源代码并配示例游戏,读者可免费修改和调整这些代码,配套站点另提供源代码、图形与音效资源。
这本书共有多少章、篇幅多大?
全书共 11 章,另附附录,正文约 425 页,定价 58 元,16 开本,ISBN 为 9787302110835,属于清华大学出版社“游戏开发经典丛书”。

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