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October 23, 2008

Java 3D Gaming Code

Here is all of the Java code from two Java Game Programming Books, by Dr. Andrew Davison (note: the books are not free, only the code).


Code for: Killer Game Programming in Java

This book shows Java programmers, who already know the basics of Java, how to code reusable modules and components which can be put together to create many types of amusing games. It focuses on 3D gaming using Java 3D, which is an excellent tool for quickly building 3D worlds without requiring low-level 3D rendering functionality.  You can download all of this book's Java code as a single zip file, or by chapter from the pages linked below.

Java Code for each chapter of Killer Game Programming in Java
:


Code for: Pro Java 6 3D Game Development

This Java game programming book teaches how to program 3D games in Java, with a focus on building 3D landscapes. It is divided into the following three areas: 1) Java 3D, 2) Non-standard input devices for game playing, and 3) JOGL. Java 3D is a high-level 3D graphics API, and JOGL is a lower-level Java wrapper for the OpenGL graphics API. It uses three non-standard input devices: the webcam, the game pad, and the P5 data glove. Other games-related libraries are also used, including JInput, JOAL, JMF, and Odejava. It concentrates on the latest 3D APIs, covering a range of libraries. You can download all  of the Java code used in this book as a single zip file, or by chapter from the pages linked below. (Note that the Java code in this book is different from the code in the author's first Java gaming book, Killer Game Programming in Java, linked above.)

Java Code for each chapter of Pro Java 6 3D Game Development:



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