editminus 开源编辑器,自动识别编码
editminus 开源编辑器,自动识别编码
支持语法高亮
支持自定义工具
超强大的编码自动识别
EditPlus 文本编辑工具
EditPlus 文本编辑工具 含破解
可以高亮语法,java,c,sql,HTML等
可以自定义语法
可以执行批处理并捕获输出
nt6 hdd installer 安装系统
通过硬盘安装任意操作系统
目前测试可以安装win7 和win8
RULE 尺子 屏幕测量
测量屏幕上的
两点之间的距离
多点之间的距离
角度
Aqua Data Studio 12.0.14破解
覆盖安装目录
永久评估14天
版本为12.0.14
New.Riders.Developing.Games.In.Java.eBook-LiB.chm
Copyright <br> Preface <br> About the Author <br> About the Contributing Authors <br> About the Technical Reviewers <br> Acknowledgments <br> <br> Introduction <br> Why Java? <br> What You Need <br> What Is in This Book <br> What's Not in This Book <br> About the Code in This Book <br> Using Ant <br> Summary <br> <br> Part I. Java Game Fundamentals <br> Chapter 1. Java Threads <br> What Is a Thread? <br> Creating and Running Threads in Java <br> Synchronization <br> Using wait() and notify() <br> The Java Event Model <br> When to Use Threads <br> When Not to Use Threads <br> Sum It Up: Thread Pools <br> Summary <br> <br> Chapter 2. 2D Graphics and Animation <br> Full-Screen Graphics <br> Images <br> Getting Rid of Flicker and Tearing <br> Simple Effects <br> Summary <br> <br> Chapter 3. Interactivity and User Interfaces <br> The AWT Event Model <br> Keyboard Input <br> Mouse Input <br> Mouselook-Style Mouse Movement <br> Creating an Input Manager <br> Using the Input Manager <br> Designing Intuitive User Interfaces <br> Using Swing Components <br> Creating a Simple Menu <br> Letting the Player Configure the Keyboard <br> Summary <br> <br> Chapter 4. Sound Effects and Music <br> Sound Basics <br> The Java Sound API <br> Playing a Sound <br> Creating a Real-Time Sound Filter Architecture <br> Creating a Real-Time Echo Filter <br> Emulating 3D Sound <br> Creating a Sound Manager <br> Playing Music <br> Summary <br> <br> Chapter 5. Creating a 2D Platform Game <br> Creating a Tile-Based Map <br> Collision Detection <br> Finishing Things Up and Making It Fast <br> Creating an Executable .jar File <br> Ideas to Expand the Game <br> Summary <br> <br> Chapter 6. Multi-Player Games <br> The Revolution in Java's I/O Libraries <br> ChatterBox, A Basic Multi-Player Application <br> Multi-Player Game Server Framework <br> A Sample Game: RPS (Rock, Paper, Scissors) <br> Complete the Look: Building on the Framework <br> Server Administration <br> Advanced Topics <br> Summary <br> <br> <br> Part II. 3D Graphics and Advanced Techniques <br> Chapter 7. 3D Graphics <br> Types of 3D Rendering <br> Don't Forget Your Math <br> 3D Basics <br> 3D Math <br> Polygons <br> 3D Transforms <br> A Simple 3D Pipeline <br> Camera Movement <br> Solid Objects and Back-Face Removal <br> Scan-Converting Polygons <br> 3D Clipping <br> Final Rendering Pipeline <br> Summary <br> <br> Chapter 8. Texture Mapping and Lighting <br> Perspective-Correct Texture Mapping Basics <br> A Simple Texture-Mapper <br> Optimizing Texture Mapping <br> Simple Lighting <br> Implementing Texture Lighting <br> Advanced Lighting Using a Shade Map <br> Additional Concepts <br> Summary <br> <br> Chapter 9. 3D Objects <br> Hidden Surface Removal <br> 3D Animation <br> Polygon Groups <br> Loading Polygon Groups from an OBJ File <br> Game Objects <br> Managing Game Objects <br> Putting It All Together <br> Future Enhancements <br> Summary <br> <br> Chapter 10. 3D Scene Management Using BSP Trees <br> BSP Tree Intro <br> Binary Tree Basics <br> The One-Dimensional BSP Tree <br> The Two-Dimensional BSP Tree <br> Implementing a 2D BSP Tree <br> Drawing Polygons Front to Back <br> First BSP Example <br> Drawing Objects in the Scene <br> Loading Maps from a File <br> Putting It All Together <br> Enhancements <br> Summary <br> <br> Chapter 11. Collision Detection <br> Collision Basics <br> Object-to-Object Collisions <br> Object-to-World Collisions <br> Basic Collision-Detection Demo <br> Collision Handling with Sliding <br> Collision Detection with Sliding Demo <br> Enhancements <br> Summary <br> <br> Chapter 12. Path Finding <br> Path-Finding Basics <br> Some Initial Path-Finding Attempts <br> Basics of the A* Algorithm <br> Applying the A* Algorithm <br> Using the A* Algorithm with a BSP Tree <br> Generic Path Finding <br> Making a PathBot <br> Enhancing the A* Search <br> Summary <br> <br> Chapter 13. Artificial Intelligence <br> AI Basics <br> Take Away Those Godlike Powers! <br> State Machines and Reacting <br> Probability Machines <br> Making Decisions <br> Patterns <br> Object Spawning <br> Putting It All Together <br> Evolution <br> Other Game AI Ideas <br> Summary <br> <br> Chapter 14. Game Scripting <br> Scripting Cookbook: What You Need <br> Implementing Touch and Release Notifications <br> Game Object Listeners <br> Scripting <br> Delayed Events <br> Putting It All Together <br> Enhancements <br> Summary <br> <br> Chapter 15. Persistence—Saving the Game <br> Game-Saving Basics <br> Using Java's Serialization API for Game State Persistence <br> Creating Game Screen Snapshots <br> Saving Games to the Right Destination <br> Summary <br> <br> <br> Part III. Tuning and Finishing Your Game <br> Chapter 16. Optimization Techniques <br> Optimization Rules <br> Profiling <br> HotSpot <br> Optimization Tricks <br> Memory Usage and the Garbage Collector <br> Perceived Performance <br> Summary <br> <br> Chapter 17. Creating Game Art and Sounds <br> Choosing a Look and Feel <br> Getting Royalty-Free Game Media <br> Working with Artists and Sound Effect Engineers <br> Tools <br> Creating Sounds <br> Creating Textures and Sprites <br> Creating Splash Screens and HUD Graphics <br> Creating UI Graphics <br> Creating Your Own Fonts <br> Summary <br> <br> Chapter 18. Game Design and the Last 10% <br> The Last 10% <br> Elements of Game Design <br> Creating a Map Editor <br> Debugging <br> Protecting Code <br> Game Deployment <br> Game Deployment with Java Web Start <br> Game Deployment with Native Compilation <br> Updates and Patches <br> Bandwidth Issues <br> Getting Feedback and Beta Testing <br> Making Money <br> Putting It All Together <br> Summary <br> <br> Chapter 19. The Future <br> How Java Evolves <br> The Future: Java 1.5 "Tiger" <br> What the Java Platform Needs <br> New Devices and the Java Games Profile (JSR 134) <br> Summary