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Beschreibung
Understand real-world game development concepts using JavaFX game engine called FXGL. The core focus of the book is on developing a standalone game or application with FXGL.
We will start with an overview of the book followed by requisite concepts from Java and JavaFX that will be used throughout this book. Next, we will learn about the FXGL game engine and its wide range of real-world game development techniques. In the following chapter, we learn about entity-component model used in FXGL to create a powerful abstraction of the game world. The next chapter builds on this, where we develop a platformer game using the physics engine and a popular external tool called Tiled. An important concept of games AI is covered in the following chapter. Visually complex features related to graphics and rendering as well as UI elements and animation system in FXGL will be discussed in the next chapter. The following chapter is dedicated to non-game applications that can be developed using FXGL. The last two chapters cover packaging and deployment of JavaFX and FXGL applications and discussion on future projects.
The key take-away skill from this book is the ability to develop professional-level applications and games with FXGL. During the course of this book, you will have produced a range of cross-platform applications and games using FXGL, reinforcing the game development concepts covered throughout.
What You Will Learn
¿ Understand use of advanced Java and JavaFX concepts
¿ Learn about real-world game development concepts in a general-purpose programming language
¿ Master professional cross-platform, desktop and mobile, games using the FXGL game engine
Who Is This Book For
This book is for beginners in Java and/or JavaFX who wish to develop apps and games with FXGL, while improving Java and JavaFX skills.
Understand real-world game development concepts using JavaFX game engine called FXGL. The core focus of the book is on developing a standalone game or application with FXGL.
We will start with an overview of the book followed by requisite concepts from Java and JavaFX that will be used throughout this book. Next, we will learn about the FXGL game engine and its wide range of real-world game development techniques. In the following chapter, we learn about entity-component model used in FXGL to create a powerful abstraction of the game world. The next chapter builds on this, where we develop a platformer game using the physics engine and a popular external tool called Tiled. An important concept of games AI is covered in the following chapter. Visually complex features related to graphics and rendering as well as UI elements and animation system in FXGL will be discussed in the next chapter. The following chapter is dedicated to non-game applications that can be developed using FXGL. The last two chapters cover packaging and deployment of JavaFX and FXGL applications and discussion on future projects.
The key take-away skill from this book is the ability to develop professional-level applications and games with FXGL. During the course of this book, you will have produced a range of cross-platform applications and games using FXGL, reinforcing the game development concepts covered throughout.
What You Will Learn
¿ Understand use of advanced Java and JavaFX concepts
¿ Learn about real-world game development concepts in a general-purpose programming language
¿ Master professional cross-platform, desktop and mobile, games using the FXGL game engine
Who Is This Book For
This book is for beginners in Java and/or JavaFX who wish to develop apps and games with FXGL, while improving Java and JavaFX skills.
Über den Autor
Dr Almas Baimagambetov is a Principal Lecturer in Computer Science at the University of Brighton, UK. He has considerable software development experience and is a huge fan of open source. His prominent contributions to the JVM community on GitHub include the FXGL game engine, collaborations on numerous JavaFX projects, a wide range of open-source games, and a collection of practical tutorials. Almas also has a YouTube channel focused on Java, Kotlin, JavaFX, Unity, and Unreal Engine.
Zusammenfassung
First to cover app and game development with FXGL engine
Uses FXGL 17
Covers cross-platform (desktop, mobile and embedded) JavaFX app development and deployment
Inhaltsverzeichnis
Chapter 1: Introduction.- Chapter 2: Requisite Concepts.- Chapter 3: Entity-Component Case Study: Develop Pong.- Chapter 4: Physics Case Study: Platformer Game.- Chapter 5: AI Case Study: Develop a Maze Action Game.- Chapter 6: Graphics, Visual Effects and User Interfaces - Chapter 7: General-purpose Applications and Packaging.- Chapter 8: Conclusion.
Details
Erscheinungsjahr: | 2022 |
---|---|
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
ix
224 S. 34 s/w Illustr. 224 p. 34 illus. |
ISBN-13: | 9781484286241 |
ISBN-10: | 1484286243 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Baimagambetov, Almas |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Verantwortliche Person für die EU: | Books on Demand GmbH, In de Tarpen 42, D-22848 Norderstedt, info@bod.de |
Maße: | 235 x 155 x 13 mm |
Von/Mit: | Almas Baimagambetov |
Erscheinungsdatum: | 26.08.2022 |
Gewicht: | 0,365 kg |
Über den Autor
Dr Almas Baimagambetov is a Principal Lecturer in Computer Science at the University of Brighton, UK. He has considerable software development experience and is a huge fan of open source. His prominent contributions to the JVM community on GitHub include the FXGL game engine, collaborations on numerous JavaFX projects, a wide range of open-source games, and a collection of practical tutorials. Almas also has a YouTube channel focused on Java, Kotlin, JavaFX, Unity, and Unreal Engine.
Zusammenfassung
First to cover app and game development with FXGL engine
Uses FXGL 17
Covers cross-platform (desktop, mobile and embedded) JavaFX app development and deployment
Inhaltsverzeichnis
Chapter 1: Introduction.- Chapter 2: Requisite Concepts.- Chapter 3: Entity-Component Case Study: Develop Pong.- Chapter 4: Physics Case Study: Platformer Game.- Chapter 5: AI Case Study: Develop a Maze Action Game.- Chapter 6: Graphics, Visual Effects and User Interfaces - Chapter 7: General-purpose Applications and Packaging.- Chapter 8: Conclusion.
Details
Erscheinungsjahr: | 2022 |
---|---|
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
ix
224 S. 34 s/w Illustr. 224 p. 34 illus. |
ISBN-13: | 9781484286241 |
ISBN-10: | 1484286243 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Baimagambetov, Almas |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Verantwortliche Person für die EU: | Books on Demand GmbH, In de Tarpen 42, D-22848 Norderstedt, info@bod.de |
Maße: | 235 x 155 x 13 mm |
Von/Mit: | Almas Baimagambetov |
Erscheinungsdatum: | 26.08.2022 |
Gewicht: | 0,365 kg |
Sicherheitshinweis