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:
- All
the Code from the Book
- Chapter 1. Why Java for Games Programming?
- Chapter 2. An Animation Framework
- Chapter 3. Worms in Windows and Applets
- Chapter 4. Full-Screen Worms
- Chapters 5-6. Images, Visual Effects, and Animation
- Chapter 6.5. Shapely (non-rectangular) Applications
- Chapters 7-10. Sound, Audio Effects, and Music Synthesis
- Chapters
10.5. Prof. Bob is Ready to Answer Your Questions
- Chapter 11. Sprites
- Chapter 12. A Side Scroller
- Chapter 13. An Isometric Tile Game
- JavaArt Chapter 1. On-the-Fly Dynamic Compilation and Execution
- Chapter 14. Introducing Java 3D
- 'Introduction to Java 3D' Slides
- Chapter 15. A 3D Checkboard
- 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 Birds
- Chapter 23. Shooting a Gun
- Chapter 24. A First-Person Shooter
- Chapter 25. A 3D Maze
- Chapter 26. Fractal Land
- Chapter 27. Terrain Generation with Terragen
- Chapter 28. Trees that Grow
- Chapter 28.3. Playing Movies in a Java 3D World (Part 1)
- Chapter 28.5. Playing Movies in a Java 3D World (Part 2)
- Chapter 29. Networking Basics
- Chapter 30. Network Chat
- Chapter 31. A Networked Two-Person Game
- Chapter 32. Networked Tour3D
- J2ME Chapter 1. Scrollable Messages
- Chapter B1. An Echoing Client/Server Application using Bluetooth
- Chapter
B2. L2CAP Echoing
- M3G Chapter 1. Loading OBJ Models into M3G
- M3G Chapter 2. An Animated Model
- M3G Chapter 3. Mighty Morphin' Penguin Flippers
- M3G Chapter 4. A Bending Block in a Landscape
- M3G Chapter 4.5. Using M3G File Models
- M3G Chapter 5. The Beginnings of a FPS
- M3G
Chapter 6. Dynamically Textured Billboards
- Appendix A. Installation using install4j
- Appendix B. Installation using Java Web Start
- Appendix
C. Digging Through Your Garbage
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:
- All the Code from the Book
- Chapter 1. Introduction to Java 3D
- Chapter 2. Get a Life (in 3D)
- Chapter 3. Get a Life (the Java 6 Way)
- Chapter 4. The Colliding Grabbers
- Chapter
5. When Worlds Collide
- Chapter 6. A Multitextured Landscape
- Chapter
7. Walking Around the Models
- Chapter 8. Backgrounds and Overlays
- Chapter
9. Webcam Snaps
- Chapter
10. Navigating a 3D Scene by Waving Your Arm
- Chapter
10.5. Waving a Magic Wand
- Chapter
11. Building a Game Pad Controller with JInput
- Chapter
12. Game Pad Grabbers
- Chapter
13. 3D Sound with JOAL
- Chapter 14. The P5 Glove
- Chapter 15. Two JOGL Programming Frameworks
- Chapter 16. Touring the World
- Chapter
17. Picking on the Models
- JOGL Chapter 4. Stereo Viewing
- JOGL-ES Chapter 1. Rotating Boxes
- JOGL-ES Chapter 2. Loading OBJ Models
- JOGL-ES Chapter 3. A Particle System
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