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Killer Game Programming in Java

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Killer Game Programming in Java
By Andrew Davison


Table of Contents 

Chapter 1.  Why Java for Games Programming?

Chapter 2.  An Animation Framework

Chapter 3.  Worms in Windows and Applets

Chapter 4.  Full-Screen Worms

Chapter 5.  An Introduction to Java Imaging

Chapter 6.  Image Loading, Visual Effects, and Animation

Chapter 7.  Introducing Java Sound

Chapter 8.  Loading and Playing Sounds

Chapter 9.  Audio Effects

Chapter 10.  Audio Synthesis

Chapter 11.  Sprites

Chapter 12.  A Side-Scroller

Chapter 13.  An Isometric Tile Game

Chapter 14.  Introducing Java 3D

Chapter 15.  A 3D Checkerboard: Checkers3D

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 Boids

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 29.  Networking Basics

Chapter 30.  Network Chat

Chapter 31.  A Networked Two-Person Game

Chapter 32.  A Networked Virtual Environment




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