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Building a Java First-Person Shooter
3D Java Game Programming – Episode 0 Building a Java First-Person Shooter Episode 0 [Last update: 5/03/2017] These notes are intended to accompany the video sessions being presented on the youtube channel “3D Java Game Programming” by youtube member “The Cherno” at https://www.youtube.com/playlist?list=PL656DADE0DA25ADBB. I created them as a way to review the material and explore in more depth the topics presented. I am sharing with the world since the original work is based on material freely and openly available. Note: These notes DO NOT stand on their own, that is, I rely on the fact that you viewed and followed along the video and may want more information, clarification and or the material reviewed from a different perspective. The purpose of the videos is to create a first-person shooter (FPS) without using any Java frameworks such as Lightweight Java Game Library (LWJGL), LibGDX, or jMonkey Game Engine. The advantages to creating a 3D FPS game without the support of specialized game libraries that is to limit yourself to the commonly available Java classes (not even use the Java 2D or 3D APIs) is that you get to learn 3D fundamentals. For a different presentation style that is not geared to following video episodes checkout my notes/book on “Creating Games with Java.” Those notes are more in a book format and covers creating 2D and 3D games using Java in detail. In fact, I borrow or steal from these video episode notes quite liberally and incorporate into my own notes. Prerequisites You should be comfortable with basic Java programming knowledge that would be covered in the one- semester college course. -
Nethomura Deployment Platform and Networking Middleware Is Still Evolving
Networking Middleware and Online-Deployment Mechanisms for Java-based Games Chris Carter1, Dr Abdennour El Rhalibi1, Prof. Madjid Merabti1, Dr Marc Price2 (1) School of Computing & Mathematical Sciences, Liverpool John Moores University, Byrom Street, Liverpool, L3 3AF, UK [email protected]; [email protected]; [email protected] (2) BBC Research and Development. Kingswood Warren, Tadworth, Surrey, KT20 6NP, UK [email protected] Abstract. Currently, web-based online gaming applications are predominately utilising Adobe Flash or Java Applets as their core technologies. These games are often casual, two- dimensional games and do not utilise the specialist graphics hardware which has proliferated across modern PCs and Consoles. Multi-user online game play in these titles is often either non-existent or extremely limited. Computer games applications which grace the current generation of consoles and personal computers are designed to utilise the increasingly impressive hardware power at their disposal. However, these are commonly distributed using a physical medium or deployed through custom, proprietary networking mechanisms and rely upon platform-specific networking APIs to facilitate multi-user online game play. In order to unify the concepts of these disparate styles of gaming, this paper presents two interconnected systems which are implemented using Java Web Start and JXTA P2P technologies, providing a platform-independent framework capable of deploying hardware accelerated cross-platform, cross-browser online-enabled Java games, as part of the Homura Project. Keywords: Web Technologies, Distributed Systems, Java, Homura, NetHomura, Java Monkey Engine, jME, Java Web Start, Deployment, JXTA, Peer to Peer Networking, P2P Games. -
Performance and Architecture Optimization in an HTML5-Based Web Game
Linköping University | Department of Computer science Master Thesis | Computer Science Spring term 2016 | LiTH-IDA/ERASMUS-A–16/001—SE Performance and architecture optimization in an HTML5-based web game Corentin Bras Tutor, Aseel Berglund Examinator, Henrik Eriksson Copyright The publishers will keep this document online on the Internet – or its possible replacement – for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to download, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. Subsequent transfers of copyright cannot revoke this permission. All other uses of the document are conditional upon the consent of the copyright owner. The publisher has taken technical and administrative measures to assure authenticity, security and accessibility. According to intellectual property law the author has the right to be mentioned when his/her work is accessed as described above and to be protected against infringement. For additional information about the Linköping University Electronic Press and its procedures for publication and for assurance of document integrity, please refer to its www home page: http://www.ep.liu.se/. © Corentin Bras Abstract Web applications are becoming more and more complex and bigger and bigger. In the case of a web game, it can be as big as a software. As well, as these applications are run indirectly through a web browser they need to be quite well optimized. For these reasons, performance and architecture are becoming a crucial point in web development. -
Advanced 3D Visualization for Simulation Using Game Technology
Proceedings of the 2011 Winter Simulation Conference S. Jain, R. R. Creasey, J. Himmelspach, K. P. White, and M. Fu, eds. ADVANCED 3D VISUALIZATION FOR SIMULATION USING GAME TECHNOLOGY Jonatan L. Bijl Csaba A. Boer TBA B.V. Karrepad 2a 2623 AP Delft, Netherlands ABSTRACT 3D visualization is becoming increasingly popular for discrete event simulation. However, the 3D visu- alization of many of the commercial off the shelf simulation packages is not up to date with the quickly developing area of computer graphics. In this paper we present an advanced 3D visualization tool, which uses game technology. The tool is especially fit for discrete event simulation, it is easily configurable, and it can be kept up to date with modern computer graphics techniques. The tool has been used in several container terminal simulation projects. From a survey under simulation experts and our experience with the visualization tool, we concluded that realism is important for some of the purposes of visualization, and the use of game technology can help to achieve this goal. 1 INTRODUCTION Simulation is the process of designing a model of a concrete system and conducting experiments with this model in order to understand the behavior of the concrete system and/or evaluate various strategies for the operation of the system (Shannon 1975). Although the simulation experiment can produce a large amount of data, the visualization of a simulated system provides a more complete understanding of its behavior. In the visualization, key elements of the system are represented on the screen by icons that dynamically change position, color and shape as the simulation evolves through time (Law and Kelton 2000). -
Java Game Developer Interview Questions and Answers Guide
Java Game Developer Interview Questions And Answers Guide. Global Guideline. https://www.globalguideline.com/ Java Game Developer Interview Questions And Answers Global Guideline . COM Java Game Developer Job Interview Preparation Guide. Question # 1 What is the 'Platform independence 'properties of java? Answer:- The very essence of the platform independence of Java lies in the way the code is stored, parsed and compiled - bytecode. Since these bytecodes run on any system irrespective of the underlying operating system, Java truly is a platform-independent programming language. Read More Answers. Question # 2 Tell us what will you bring to the team? Answer:- I will bring a large amount of support to the team, I endeavour to make sure my team reaches the goal they so desperately need. I feel that adding me to the team will bring our performance up a notch. Read More Answers. Question # 3 Tell us is Game Development Subcontracted? Answer:- I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. Read More Answers. Question # 4 Tell me is There A Portal Dedicated To Html5 Games? Answer:- Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. -
Topics from Graphics 1
Topics from Graphics 1 Image taken from http://www.felixgers.de/teaching/game/game-modules-talk/GameEngineAndModules.html 1 Synthetic Camera Model Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 2 Camera Specification Six degrees of freedom Position of center of lens (COP) Orientation Lens – focal length Film size (h,w) Orientation of film plane Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 3 LookAt Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 4 Perspective Frustum: a truncated pyramid Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 5 and slightly modified Using Field of View front plane fovy – angle in up direction aspect = w/h Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 6 Clipping Just as a real camera cannot “see” the whole world, the virtual camera can only see part of the world or object space Objects that are not within this view volume are said to be clipped out of the scene Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 7 Projection Projection: from 3D objects to 2D image Perspective projections: all projectors meet at the center of projection Parallel (orthogonal) projection: projectors are parallel, center of projection is replaced by a direction of projection 8 Orthogonal Viewing Images copied from http://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SIXTH_EDITION/ART/ 9 and slightly modified Texture Mapping Image copied from http://blog.tartiflop.com/2008/11/first-steps-in-away3d-part-3-texture-mapping/ 10 Mapping a Texture A function f(u,v)=(x ,y ,z ) defines (u,v) (u,v) (u,v) the object position of each pixel in the texture, see this. -
Tiled Documentation Release 1.7.2
Tiled Documentation Release 1.7.2 Thorbjørn Lindeijer Aug 10, 2021 User Manual 1 Introduction 3 1.1 About Tiled................................................3 1.2 Getting Started..............................................3 2 Projects 9 2.1 What’s in a Project............................................9 2.2 Sessions.................................................9 2.3 Opening a File in the Project....................................... 10 3 Working with Layers 11 3.1 Layer Types............................................... 11 3.2 Parallax Scrolling Factor......................................... 13 3.3 Tinting Layers.............................................. 14 4 Editing Tile Layers 17 4.1 Stamp Brush............................................... 17 4.2 Terrain Brush............................................... 18 4.3 Bucket Fill Tool............................................. 18 4.4 Shape Fill Tool.............................................. 18 4.5 Eraser................................................... 18 4.6 Selection Tools.............................................. 19 4.7 Managing Tile Stamps.......................................... 19 5 Working with Objects 21 5.1 Placement Tools............................................. 21 5.2 Select Objects.............................................. 23 5.3 Edit Polygons............................................... 24 5.4 Connecting Objects........................................... 25 6 Editing Tilesets 27 6.1 Two Types of Tileset.......................................... -
Introduction to Jmonkeyengine 3
Introduction to jMonkeyEngine What is jMonkeyEngine? A jME Application Scene graphs Coordinate systems What is jMonkeyEngine? • jME is a game engine made for developers who want to create 3D games and other visualisation applications following modern technology standards • Uses Java and is platform independent. Can deploy to Windows, Mac, Linux, Android and iOS. • OpenSource, non-profit, New BSD License TWi Feb 15 Features of jMonkeyEngine • Has integrated tools to make it easier to create games and applications – Physics integration – Special effects (pre/post processing, particles) – Terrain-, Vegetation-, Water-systems++ – Graphical User Interface – Networking TWi Feb 15 Showcase • http://www.youtube.com/watch? v=eRC9FDin5dA&feature=player_embedded • http://jmonkeyengine.org/showcase/ TWi Feb 15 TWi Feb 15 TWi Feb 15 Why use a high level API? • Faster development process • Not necessary to reinvent the wheel • Provides abstraction from the low level: – Think Objects…. Not vertices – Think content… not rendering process. • Not necessary to tell when to draw, just tell what to draw – Retained mode • This does not mean you do not need to understand what is going on underneath • This is a programming course TWi Feb 15 What does jME do? • Uses OpenGL, and features a modern shader based architecture (GLSL) • Organises your scene with a scene graph data structure • Transformations and mathematics • jME performs rendering optimisations – View frustum culling – State sorting – Batching • jME is single threaded • jME is NOT thread safe. Only modify -
LJMU Research Online
CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author. -
Creación De Un Motor De Videojuegos 2D Multiplataforma De Código Abierto
Trabajo Fin de Grado JAGE (JustAnotherGameEngine): Creación de un motor de videojuegos 2D mu ti! ata"orma de código abierto Autor#es Rub%n Tomás Gracia Director#es Eduardo 'ena (ieto Grado en )ngenier*a )nformática Escue a de )ngenier*a + Ar,uitectura 2-./ Repositorio de la Universidad de Zaragoza – Zaguan http://zaguan.unizar.es Para mi abuelo Juan y mi tío abuelo Mateo, por ser quienes más influyeron en mi interés por los videojuegos Agradecimientos A mi fami ia, !or nunca rechazar mi afición !or os videojuegos2 A mi novia, !or apo+arme siem!re + a+udarme a seguir trabajando. A mis amigos, !or a+udarme en as !ruebas de !royecto. JAGE (JustAnotherGameEngine): !reación de un motor de videojuegos $% multiplataforma de código abierto Resumen 3oy en d*a os videojuegos est&n más !resentes en a vida diaria de o ,ue nunca han estado. 4on mucho más accesib es !ara a gente con !ocos medios0 Asimismo, a e5tensión de a )nformática ha !ropiciado e hecho de ,ue mucha gente ha+a !odido adoptar a !rogramación como hobb+2 Esto ha desencadenado un estal ido en e mundo de os videojuegos0 de gente ,ue !rograma sus !ropios videojuegos con bajo (o ning6n) !resu!uesto !ara uego !ub icar os en )nternet: conocidos como juegos indie0 est&n ahora en su mejor momento. Todo esto ha evado a cabo una retroalimentación !or a ,ue cada ve1 os videojuegos están más ace!tados0 + m&s gente ,uiere hacer su !ropio juego. 'uchas !ersonas no ,uiere un videojuego comercial0 solo e5! otar su ado art*stico en un mundo ,ue disfrutan0 + !or e o cada ve1 han surgido m&s herramientas -
Smartphone Application Development
IT 13 078 Examensarbete 15 hp November 2013 Smartphone Application Development Porting existing PC game for multiple platforms Mattias Öst Institutionen för informationsteknologi Department of Information Technology Abstract Smartphone Application Development Mattias Öst Teknisk- naturvetenskaplig fakultet UTH-enheten An already created PC game exists and the goal of this project is to find a solution to port the game to the most popular smartphone platforms using mostly one generic Besöksadress: code. The game to be ported is a musical game where the player uses an acoustic Ångströmlaboratoriet Lägerhyddsvägen 1 guitar to interact with the game using with the help of real time audio analysis. This Hus 4, Plan 0 thesis goes through the development process to reach the objective by investigating proper tools and issues around the performance and human-computer interaction Postadress: from the perspective of the smartphone. The result of the project is an application Box 536 751 21 Uppsala prepared for the platforms Android and Ios. Telefon: 018 – 471 30 03 Telefax: 018 – 471 30 00 Hemsida: http://www.teknat.uu.se/student Handledare: Peter Nordström, Mattias Johansson Ämnesgranskare: Anders Jansson Examinator: Olle Gällmo IT 13 078 Tryckt av: Reprocentralen ITC Contents 1.0 Introduction......................................................................................................... 2 1.1 Problem description ............................................................................................ 2 1.2 Limitations .......................................................................................................... -
Java Game Development with Libgdx
Java Game Development with LibGDX From Beginner to Professional Second Edition Lee Stemkoski Java Game Development with LibGDX: From Beginner to Professional Lee Stemkoski Garden City, New York, USA ISBN-13 (pbk): 978-1-4842-3323-8 ISBN-13 (electronic): 978-1-4842-3324-5 https://doi.org/10.1007/978-1-4842-3324-5 Library of Congress Control Number: 2018931188 Copyright © 2018 by Lee Stemkoski This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made.