

With the official Java 3D API on the horizon, this part of the book will soon be partially obsolete, although much of the framework deals with higher-level aspects than Java 3D so this is not a problem for the book. The only two chapters dealing with 3D read like a book within a book: In over 110 pages Calin Tenitchi crunches through all the classic 3D basics and, in his second chapter, analyzes the use of a large but very well-designed 3D game framework called App3DCore. Both these systems entail client-side and server-side programs (applets and servers, in other words).

One chapter develops a server-side high score management system while another develops an entire chat-room system. Part 2 focuses on networking and 3D techniques. Part 1, which is written entirely by the book's main author (Joel Fan), expertly weaves the three subject threads of Java, object-orientation, and game programming fundamentals into one clear, refreshing, and coherent whole. "Advanced Game and Graphics Techniques"."Fundamentals of Java Game Development".The book is logically structured into three parts: Black Art of Java Game Programmingīlack Art of Java Game Programming is one of those Bible-type books - all 933 pages of it. Game frameworks are state-of-the-art game APIs that eliminate many of the standard tasks that all games have to perform (sprite management, screen repainting, score keeping, and so on). The Game Framework Focus column highlights to what extent the book relies on a game framework to explain and develop games programming.
