Learning Java Bindings For Opengl Jogl
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Author |
: Andrew Davison |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 1000 |
Release |
: 2005-05-20 |
ISBN-10 |
: 9780596552909 |
ISBN-13 |
: 0596552904 |
Rating |
: 4/5 (09 Downloads) |
Synopsis Killer Game Programming in Java by : Andrew Davison
Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. 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, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
Author |
: Gene Davis |
Publisher |
: |
Total Pages |
: 173 |
Release |
: 2004 |
ISBN-10 |
: 142080362X |
ISBN-13 |
: 9781420803624 |
Rating |
: 4/5 (2X Downloads) |
Synopsis Learning Java Bindings for OpenGL (JOGL) by : Gene Davis
The Optimum Soul Environment is a book of short Life Moments that challenge the difficult concepts of every day life by attempting to simplify the true meaning of life! Though this is a noble and difficult enough concept it is the reader who will determine if it has been attained. What are the great moments of life called? How do you identify with the momentous ideas? Why do the great truths inspire us? How does the awareness between the conscious and higher conscious occur? Perhaps it's called a "Zen Moment." Several Zen Moments are provided. Any "Life Moment" that occurs to expand our awareness in a larger context within the Universe is a Zen Moment. It is hoped that some will find the concept that "seeing clearly" is an inspirational moment. The titles of the three parts are Drip, Drip, Drip (The Well Placed Drip), Pick Me! Pick Me! and The Lights Upon the Horizon. Drip, Drip, Drip is about the simple event of a drip. It asks the reader to acknowledge that if there is meaning in the universe, that the smallest drip has purpose! If the smallest drip has meaning, think how important and meaningful every moment of your life becomes. This part prepares the reader for Pick Me! Pick Me! This is about kickball at a time of youthful exuberance, when the real purpose of that period of a kid's life was to play! The reader is then exposed to the meaning of "light" in the last story. The Lights Upon the Horizon is about what makes living a special event. It is about creating a philosophy of life as a way of living. It is the hoped that the three short Life Moments provided herein will be enlightening. Readers may find them creative, historical and maybe even humorous, but hopefully inspirational. A major part of writing these stories was in the pleasure, moment by moment.
Author |
: Jim X. Chen |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 409 |
Release |
: 2008-12-10 |
ISBN-10 |
: 9781848002845 |
ISBN-13 |
: 184800284X |
Rating |
: 4/5 (45 Downloads) |
Synopsis Foundations of 3D Graphics Programming by : Jim X. Chen
OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.
Author |
: V. Scott Gordon |
Publisher |
: Mercury Learning and Information |
Total Pages |
: 626 |
Release |
: 2021-09-02 |
ISBN-10 |
: 9781683927341 |
ISBN-13 |
: 1683927346 |
Rating |
: 4/5 (41 Downloads) |
Synopsis Computer Graphics Programming in OpenGL with Java by : V. Scott Gordon
This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming in Java, with instructions for both PC/Windows and Macintosh Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia’s Nsight debugger Includes companion files with code, object models, figures, and more. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].
Author |
: Andrew Davison |
Publisher |
: Apress |
Total Pages |
: 508 |
Release |
: 2008-01-01 |
ISBN-10 |
: 9781430202127 |
ISBN-13 |
: 1430202122 |
Rating |
: 4/5 (27 Downloads) |
Synopsis Pro Java 6 3D Game Development by : Andrew Davison
This book looks at the two most popular ways of using Java SE 6 to write 3D games on PCs: Java 3D (a high-level scene graph API) and JOGL (a Java layer over OpenGL). Written by Java gaming expert, Andrew Davison, this book uses the new Java (SE) 6 platform and its features including splash screens, scripting, and the desktop tray interface. This book is also unique in that it covers Java game development using the Java 3D API and Java for OpenGL--both critical components and libraries for Java-based 3D game application development
Author |
: Karsten Lehn |
Publisher |
: Springer Nature |
Total Pages |
: 476 |
Release |
: 2023-06-05 |
ISBN-10 |
: 9783031281358 |
ISBN-13 |
: 3031281357 |
Rating |
: 4/5 (58 Downloads) |
Synopsis Introduction to Computer Graphics by : Karsten Lehn
A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications, including for video games and for augmented and virtual reality. This easy-to-follow textbook and reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout. Thoroughly revised and updated, this new edition continues to present a user-friendly approach to creating images and animations, complementing the expanded coverage of topics with usage of example programs and exercises. Topics and features: Contains pedagogical tools, including easy-to-understand example programs and end-of-chapter exercises Presents a practical guide to basic computer graphics programming using the Open Graphics Library (OpenGL) and the widely used Java programming language Includes new and expanded content on the OpenGL graphics pipelines, shader programming, drawing basic objects using the OpenGL, three-dimensional modelling, quaternions, rasterisation, antialiasing and more Supplies complete Java project examples as supplementary material This reader-friendly textbook is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics. It will enable readers to immediately implement these concepts using the OpenGL and Java (with only elementary knowledge of the programming language). Prof. Dr.-Ing. Karsten Lehn works at the Faculty of Information Technology at Fachhochschule Dortmund, University of Applied Sciences and Arts. Prof. Dr. Merijam Gotzes is teaching at Hamm-Lippstadt University of Applied Sciences. Prof. Dr. Frank Klawonn is head of the Data Analysis and Pattern Recognition Laboratory at the Ostfalia University of Applied Sciences and heads the Biostatistics Research Group at the Helmholtz Centre for Infection Research.
Author |
: Carol Hamer |
Publisher |
: Apress |
Total Pages |
: 496 |
Release |
: 2010-04-29 |
ISBN-10 |
: 9781430227199 |
ISBN-13 |
: 1430227192 |
Rating |
: 4/5 (99 Downloads) |
Synopsis Learn Blackberry Games Development by : Carol Hamer
BlackBerry smart phones aren’t just for business. In fact, throw away that boring spreadsheet, tear up that yearly budget report—the BlackBerry is a lean, mean game-playing machine. Carol Hamer and Andrew Davison, expert software game developers, show you how to leverage the BlackBerry JavaTM Development Environment (based on Java ME) to design and create fun, sophisticated game applications from role playing to dueling with light sabers. The BlackBerry: not as clumsy or as random as a blaster—an elegant device, for a more civilized age. In this book, Carol and Andrew give you the professional techniques you need to use music, 2D and 3D graphics, maps, and game design patterns to build peer-to-peer games, role playing games, and more for the BlackBerry.
Author |
: Lee Stemkoski |
Publisher |
: CRC Press |
Total Pages |
: 309 |
Release |
: 2022-06-22 |
ISBN-10 |
: 9781000582079 |
ISBN-13 |
: 1000582078 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Developing Graphics Frameworks with Java and OpenGL by : Lee Stemkoski
Developing Graphics Frameworks with Java and OpenGL shows you how to create software for rendering complete three-dimensional (3D) scenes. The book explains the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform application programming interface (API) for graphics processing unit (GPU) programming, with the accessibility and versatility of the Java programming language. Topics in this book include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting a scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework discussed throughout the book, you will gain a foundational knowledge that will allow you to adapt and extend that framework, leading to even more spectacular graphical results. Author bios Lee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming. James Cona is an up-and-coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.
Author |
: Dave Shreiner |
Publisher |
: Addison-Wesley |
Total Pages |
: 1489 |
Release |
: 2013-03-19 |
ISBN-10 |
: 9780132748438 |
ISBN-13 |
: 0132748436 |
Rating |
: 4/5 (38 Downloads) |
Synopsis OpenGL Programming Guide by : Dave Shreiner
Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
Author |
: Ira Greenberg |
Publisher |
: Apress |
Total Pages |
: 738 |
Release |
: 2007-12-31 |
ISBN-10 |
: 9781430203100 |
ISBN-13 |
: 1430203102 |
Rating |
: 4/5 (00 Downloads) |
Synopsis Processing by : Ira Greenberg
First Processing book on the market Processing is a nascent technology rapidly increasing in popularity Links with the creators of Processing will help sell the book