Practical Java Game Programming (Charles River Media Game Development)
Chapter 1: Java as a Game Platform
- Table 1.1: PROS AND CONS OF JAVA IN SPORTS GAMES
- Table 1.2: PROS AND CONS OF JAVA FOR PUZZLE GAMES
- Table 1.3: PROS AND CONS OF JAVA IN RACING GAMES
- Table 1.4: PROS AND CONS OF JAVA IN MASSIVELY MULTIPLAYER ONLINE GAMES
- Table 1.5: PROS AND CONS OF JAVA IN STRATEGY GAMES
- Table 1.6: PROS AND CONS OF JAVA IN ACTION/ADVENTURE GAMES
Chapter 4: Creating Game Audio Using Java
- Table 4.1: LISTENER PROPERTIES
- Table 4.2: SOURCE INTEGER PROPERTIES
- Table 4.3: SOURCE FLOATING-POINT-BASED PROPERTIES
- Table 4.4: VALID ERROR RETURNS AND DESCRIPTIONS
- Table 4.5: ALC ERROR CODES
Chapter 5: Java IO and NIO
- Table 5.1: JAVA FILE IO VERSUS STANDARD C FILE IO
- Table 5.2: THE PERFORMANCE OF DIFFERENT JAVA FILE IO METHODS
- Table 5.3: ACCESS OVERHEAD OF BYTE BUFFERS
Chapter 11: Java Native Interface
- Table 11.1: JAVA VERSUS NATIVE PRIMITIVE TYPES
- Table 11.2: EXAMPLE CLASS DESCRIPTORS
- Table 11.3: PRIMITIVE IDENTIFIERS
- Table 11.4: EXAMPLE FIELD DESCRIPTORS
- Table 11.5: EXAMPLE METHOD DESCRIPTORS
Chapter 13: Java Bindings to OpenGL (JOGL)
- Table 13.1: OPENGL TYPES MAPPED TO NATIVE JAVA TYPES
Chapter 16: 3D Collision Detection and Response
- Table 16.1: COLLISION OBJECT TYPE TABLE