Java 3D賭博代碼
這所有Java代碼從二本Java遊戲編程的
書,由博士。 安德魯Davison (筆記: 書不是自由的,仅
代碼)。
代碼
為: 編程在Java的兇手比賽
這本書顯示Java程序員,
已經知道Java基本,如何編碼可再用的模塊和
組分哪些可以被彙集創造可笑的比賽的許多類型
。 它集中於3D賭博使用 Java 3D
是為快修造3D世界的一個優秀
工具,无需要求低級3D翻譯
功能。 您能下載所有這本書的 Java
代碼 作為一個唯一
壓縮文件,或者由章節從頁下面連接了。
Java代碼為編程在Java的兇手比賽每個章節:
- 所有
代碼從書
- 第1章。 為什麼Java為比賽編程?
- 第2章。 動畫框架
- 第3章。 蠕蟲在窗口和附屬程序
- 第4章。 整個銀幕的蠕蟲
- 章節 5-6。 圖像、視覺效果和動畫
- 第6.5章。 勻稱(非長方形)應用
- 章節 7-10。 聲音、音頻作用和音樂綜合
-
第10.5章。 教授。 鮑伯準備回答您的問題
- 第11章。 魍魎
- 第12章。 旁邊Scroller
- 第13章。 等量瓦片賽
- JavaArt 第1章。 進行中的動態編輯和施行
- 第14章。 介紹Java 3D
- 『 Java 3D'幻燈片介紹
- 第15章。 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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