
Learn JavaFX Game and App Development: With FXGL 17
Almas Baimagambetov
Résumé
We will start with an overview of the book followed by requisite concepts from Java and JavaFX that will be used throughout this book. Next, we will learn about the FXGL game engine and its wide range of real-world game development techniques. In the following chapter, we learn about entity-component model used in FXGL to create a powerful abstraction of the game world. The next chapter builds on this, where we develop a platformer game using the physics engine and a popular external tool called Tiled. An important concept of games AI is covered in the following chapter. Visually complex features related to graphics and rendering as well as UI elements and animation system in FXGL will be discussed in the next chapter. The following chapter is dedicated to non-game applications that can be developed using FXGL. The last two chapters cover packaging and deployment of JavaFX and FXGL applications and discussion on future projects.
The key take-away skill from this book is the ability to develop professional-level applications and games with FXGL. During the course of this book, you will have produced a range of cross-platform applications and games using FXGL, reinforcing the game development concepts covered throughout.
What You Will Learn * Understand use of advanced Java and JavaFX concepts
* Learn about real-world game development concepts in a general-purpose programming language* Master professional cross-platform, desktop and mobile, games using the FXGL game engine
Who Is This Book For This book is for beginners in Java and/or JavaFX who wish to develop apps and games with FXGL, while improving Java and JavaFX skills.
Chapter 2: Requisite Java and JavaFX Concepts
Chapter Goal: Covers fundamental knowledge required to understand the book contentSub-topics: Java programmingJavaFX scene graphJavaFX model of programmingJavaFX concepts
Chapter 3: FXGL ArchitectureChapter Goal: Provides an overview of the FXGL architecture, features, and capabilities
Chapter 4: Entity-Component Case Study: Develop Arcade Games
Chapter Goal: Introduction to entity-component model used for abstracting game worldsSub-topics: Game worldEntity-Component modelPong and Breakout style games
Chapter 5: Physics Case Study: Develop a Platformer Game Chapter Goal: Introduction to lightweight and heavyweight physics engines in FXGLSub-topics: Collision detectionRigid body dynamicsMario style game
Chapter 6: AI Case Study: Develop a Maze Action GameChapter Goal: Provides a foundation for using and developing AI agents in FXGLSub-topics: A* pathfindingGraph theoryComponent-driven behaviorPac-man style game
Chapter 7: Graphics and UI Case Study: Develop a Top-Down Shooter GameChapter Goal: Introduction to the particle and animation systems used in FXGLSub-topics: Particle systemMulti-layer renderingAnimationsInterpolationsGeometry wars style game
Chapter 8: Developing General-Purpose ApplicationsChapter Goal: Provide information on how FXGL can be used in non-game contexts
Chapter 9: Cross-platform DeploymentChapter Goal: Demonstrates the package and deployment process with FXGLSub-topics: jlinkNative imagesGluon toolsMobile development
Chapter 10: ConclusionChapter Goal: Recap what was covered in the chapters, provides external resources and ideas for future projects
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Apress |
Auteur(s) | Almas Baimagambetov |
Parution | 25/08/2022 |
Nb. de pages | 224 |
EAN13 | 9781484286241 |
Avantages Eyrolles.com
Consultez aussi
- Les meilleures ventes en Graphisme & Photo
- Les meilleures ventes en Informatique
- Les meilleures ventes en Construction
- Les meilleures ventes en Entreprise & Droit
- Les meilleures ventes en Sciences
- Les meilleures ventes en Littérature
- Les meilleures ventes en Arts & Loisirs
- Les meilleures ventes en Vie pratique
- Les meilleures ventes en Voyage et Tourisme
- Les meilleures ventes en BD et Jeunesse