Learn all the latest Java SE 6 features relevant to gaming, including splash screens, JavaScript scripting as well as the desktop and system tray interfaces.
You'll look at three non-standard input devices the webcam, the game pad, and the P5 data glove.Īlong the way, you'll utilize several other games-related libraries including JInput, JOAL, JMF, and Odejava. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites. Well organized and easy to understand Web building tutorials with lots of examples of how to use HTML, CSS, JavaScript, SQL, Python, PHP, Bootstrap, Java. Java 3D is a high-level 3D graphics API, and JOGL is a lower-level Java wrapper around the popular OpenGL graphics API. Topics are split into three sections: Java 3D API, non-standard input devices for game playing, and JOGL. It's assumed you have a reasonable knowledge of Java-the sort of thing picked up in a first Java course at school. Java gaming expert Andrew Davison will show you how to develop and program 3D games in Java technology on a PC, with an emphasis on the construction of 3D landscapes. For more information just follow that trail.Create strange lands filled with mysterious objects (cows frozen in blocks of ice, chirping penguins, golden globes with wavering eyes) and throw away your keyboard and mouse, to go exploring armed only with a gamepad, power glove, or just your bare hands! Java gaming expert Andrew Davison will show you how to develop and program 3D games in Java technology on a PC, with an Create strange lands filled with mysterious objects (cows frozen in blocks of ice, chirping penguins, golden globes with wavering eyes) and throw away your keyboard and mouse, to go exploring armed only with a gamepad, power glove, or just your bare hands!
That being said, I just skimmed over the code and did some example calculations where necessary.
(If pixels represents colors in ARGB format, 0 would be black, 128 would be dark blue, 512 would be dark green (almost black) and 640 would also be dark blue with some slight green component.
Xx * 128 would boost the value to 0, 128, 512 and 640, which would result in a different depending on how pixels is used. Thus xx can only have the values 0, 1, 4 and 5 which would cause those black streaks. black) whenever neither bits 1 nor 3 (5 is binary 101) are set. Int xx = (int) (xdepth) & 5 would set the value of xx to 0 (i.e. There are those 2 black segments (lower left and upper right), but the code you posted doesn't explain what is done here. This seems to be done in order to center the generated pattern within the screen. double xdepth = x - width / 2 would cause the depth to be negative for the left half of the screen.double ydepth = y - height / 2 would cause the depth to be negative for all pixels at the top half of the screen.However, I'll try and explain what I think the code does (without more information it's not that easy):įirst, he loops over all screen pixels and calculates a color for those.
I still think the calculations themselves are not relevant, it just seems like some experiment (especially with the screens from the video in mind).