This book is miles ahead of other Java gaming books... For one thing, this is an excellent book in its own right. For another, the other existing books on the topic suck. Anybody who spends a lot of time writing games in Java ends up running into certain challenges. For each of these real issues, it takes a lot time to identify the issue then many hours to come up a satisfactory solution or work-around. This book saves...
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Andrew Davison's Killer Game Programming In Java is another reference no game programmer should be without: there's been a traditional lack of support for Java high-end graphics and documentation, which Killer Game Programming In Java deftly remedies. No list coverage, this 968-page tome is an extensive reference covering modern gaming requirements from sprite coding, laths, and more. Even networked games, and 2D and 3D games...
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I have all of the Java game programming books published since 1996 and this book ranks in the top three. There are no gaps in the coverage of the subject and the author has clearly done his research. While I might do some things differently here and there, overall this book is clearly one of the best. I highly recommend. -- David Wallace Croft, Founder of GameJUG.org and Author of "Advanced Java Game Programming"
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I wish I could have waved O'Reilly off this name. It reminds me of the bad old days of the "Secrets of the Game Programming Mega-Gurus". Happily this is where the similarity ends. This book is far better than any of the old books that essentially covered graphics primitives and left it at that. This book goes in depth on 2D and 3D graphics and covers specifically how these interfaces are used in a game setting with real examples...
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