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Lwjgl.org - Home of the Lightweight Java Game Library

Lwjgl.org - Home of the Lightweight Java Game Library
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jmonkeyengine.com Allegro - A game programming library - Path Finding | Coke And Code Introduction Path Finding is something that seems difficult at first thought. How do I work out the best way for one of the guys in my game to get from one location to another taking account of other things on the map. In the general case this is a pretty difficult problem, if you consider free form maps and accounting for other things wandering around the map at the same time it really gets very complicated. This tutorial hopes to provide somewhere to start, explaining the most common path finding algorithm in the more simple case of tile based maps. It’ll cover how the algorithm works and provide some reusable code to find paths across arbitrary tile based maps. Reusable Path Finding Code PathFinder.java AStarPathFinder.java AStarHeuristic.java Mover.java Path.java TileBasedMap.java ClosestHeuristic.java Example Game Prototype PathTest.java GameMap.java UnitMover.java Disclaimer: This tutorial is provided as is. The A* Algorithm However, how do we determine which next step is “most likely”?

Programming Techniques Programming Techniques From GPWiki Jump to: navigation, search Some general useful programming techniques. Contents [hide] Game Logic Main Loop The core of your game 2D Physics Basic introduction on how you get basic environment interaction in your game to work. Structural Aspects Error handling Cross-Platform I/O Tips Math Gems Miscellaneous Programming Techniques Paradigmatic Computational Applicational Self Defense in Game Development Uncategorized C/C++ Header File Convention Critical Links Here's an aggregation of criticism and appraisement in programming. Retrieved from ‘ Category: Programming Techniques Navigation menu Navigation Tools Personal tools Log in Home Wiki Forum Featured Image @GPWiki Namespaces Variants Views Actions This page was last modified on 30 January 2014, at 19:09.

The Java™ Tutorials The Java Tutorials are practical guides for programmers who want to use the Java programming language to create applications. They include hundreds of complete, working examples, and dozens of lessons. Groups of related lessons are organized into "trails". The Java Tutorials primarily describe features in Java SE 8. For best results, download JDK 8. What's New The Java Tutorials are continuously updated to keep up with changes to the Java Platform and to incorporate feedback from our readers. Lambda expressions enable you to treat functionality as a method argument, or code as data. Apart from fixing typos and errors, this update includes also includes the following: The Security trail has been restructured; find security information about applets and Java Web Start applications in the Java Applets lesson. Trails Covering the Basics These trails are available in book form as The Java Tutorial, Fifth Edition. Creating Graphical User Interfaces Specialized Trails and Lessons

Delta Engine Tile Maps | Coke And Code This tutorial is hopefully a quick overview of how to use a simple tile-map for detecting when game entities hit walls and preventing them walking through them. The tutorial and code makes the assumption that the reader understands about Java 2D accelerated rendering and has some basic Java knowledge. The final game can be see here. The complete source for the tutorial can be found here. Context highlighted source is also available here: Game.java Entity.java Map.java Disclaimer: This tutorial is provided as is. What are they? A tilemap is essentially an grid of cells where the value in the cell indicates what should be at that location. The first nice thing about tilemaps is they’re simple. The second nice thing about tilemaps is that they often save space. The last nice thing (that I can think of) about tilemaps is that they’re quick to access. How do we use them for simple collision? So, why are they are good for collision. How does a tilemap help you? Game Map Entity Thats it for code.

Free Programming Books Here is an uncategorized list of online programming books available for free download. The books cover all major programming languages: Ada, Assembly, Basic, C, C#, C++, CGI, JavaScript, Perl, Delphi, Pascal, Haskell, Java, Lisp, PHP, Prolog, Python, Ruby, as well as some other languages, game programming, and software engineering. The books are in various formats for online reading or downloading. This list will be updated daily. Scroll downn, or use the shortcuts below.

Java.com Java3DGamingWithNetBeans Developing 3-D Games with the NetBeans IDE and jME 2.0.1 By rkusterer AT netbeans DOT org This tutorial shows how to set up the NetBeans IDE to start creating Java 3-D games with the jMonkeyEngine framework. jME 2.0.1 now supports Solaris additionally to Windows (32/64-bit), Linux (32/64-bit), and Mac OS X, and the library path set-up of this tutorial was updated (October 2009). Note: jMonkeyEngine version 3 (currently in alpha) comes with an integrated IDE based on the NetBeans platform that includes tools for model and material loading, conversion, editing and more called "jMonkeyPlatform". See for more information. The jMonkeyEngine is a 3-D engine for developing 3-D computer games. jME is not Drag'n'Drop, you have to code everything by hand, but the quality of the result makes it worth to be patient and learn it: Have a look at these 3-D apps created with jME. Requirements: 0. 1. To get the jME framework: 2. 3. 4. 5. How? 6.

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