LEADER 01550oam 2200457Ka 450 001 9910698997003321 005 20090610091740.0 035 $a(CKB)5470000002397901 035 $a(OCoLC)383580387 035 $a(EXLCZ)995470000002397901 100 $a20090610d1989 ua 0 101 0 $aeng 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aFile concepts for parallel I/O$b[electronic resource] /$fThomas W. Crockett 210 1$aHampton, Va. :$cInstitute for Computer Applications in Science and Engineering, NASA Langley Research Center,$d[1989] 215 $a1 volume 225 1 $aICASE interim report ;$v7 225 1 $aNASA contractor report ;$v181843 300 $aTitle from title screen (viewed June 9, 2009) 606 $aArchitecture (computers)$2nasat 606 $aInput/output routines$2nasat 606 $aMultiple access$2nasat 606 $aParallel processing (computers)$2nasat 606 $aParallel programming$2nasat 615 7$aArchitecture (computers) 615 7$aInput/output routines. 615 7$aMultiple access. 615 7$aParallel processing (computers) 615 7$aParallel programming. 700 $aCrockett$b Thomas W$01423070 712 02$aInstitute for Computer Applications in Science and Engineering. 712 02$aLangley Research Center. 801 0$bGPO 801 1$bGPO 801 2$bGPO 906 $aBOOK 912 $a9910698997003321 996 $aFile concepts for parallel I$93549322 997 $aUNINA LEADER 05007nam 22004695 450 001 9910254855903321 005 20200704094727.0 010 $a1-4842-0973-7 024 7 $a10.1007/978-1-4842-0973-8 035 $a(CKB)4100000001041236 035 $a(DE-He213)978-1-4842-0973-8 035 $a(MiAaPQ)EBC5148726 035 $a(PPN)221255400 035 $a(EXLCZ)994100000001041236 100 $a20171114d2017 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPro Java 9 Games Development$b[electronic resource] $eLeveraging the JavaFX APIs /$fby Wallace Jackson 205 $a1st ed. 2017. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2017. 215 $a1 online resource (XXVIII, 633 p. 474 illus. in color.) 300 $aIncludes index. 311 $a1-4842-0974-5 327 $a1: The Different Faces of Java: Create a Java 9 Development Workstation -- 2: An Introduction to Content Creation: 2D New Media Asset Fundamentals -- 3: Advanced 3D Content Rendering: 3D Asset Concepts and Principles -- 4: An Introduction to Game Design: Game Design Concepts, Genres, Engines and Techniques -- 5: A Java Primer: Introduction to Java Concepts and Principles -- 6: Setting Up Your Java 9 IDE: An Introduction to NetBeans 9 -- 7: Introduction to JavaFX 9: Overview of the JavaFX New Media Engine -- 8: JavaFX 9 Scene Graph Hierarchy: A Foundation for Java 9 Game Design -- 9: JavaFX 9 User Interface Design: The Front End for Java 9 Game Design -- 10: User Interface Design Interactivity: Event Handling and Imaging Effects -- 11: 3D Scene Configuration: Using the PerspectiveCamera and PointLight -- 12: 3D Model Design and Primitives: Using JavaFX 9 Shape3D Classes -- 13: 3D Model Shader Creation: Using the JavaFX 9 PhongMaterial Class -- 14: 3D Model Hierarchy Creation: Using Primitives to Create a Gameboard -- 15: 3D Game Play UI Creation: Using the Sphere Primitive to Create a UI Node -- 16: 3D Game Animation Creation: Using the Animation Transition Classes -- 17: i3D Game Square Selection: Using the PickResult Class with 3D Models -- 18: 3D GamePlay Design: Creating Your Game Content Using GIMP and Java -- 19: Game Content Engine: AI Logic with Random Content Selection Methods -- 20: Coding GamePlay: Setup Game Play Methods and Animated Camera View -- 21: Questions and Answers: Finishing the Setup Methods and Digital Audio -- 22: Scoring Engine: Creating the Score UI Layout and Scoring the Content -- 23: Completing the Game Play Code and Player Proofing Your Event Handling -- 24: Optimizing Game Assets and Code, and Game Profiling Using NetBeans. 330 $aUse Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you?ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as the scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You?ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets. You will: ? Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 ? Integrate new media assets, such as digital imagery and digital audio ? Integrate the new JavaFX 9 multimedia engine API ? Create an interactive 3D board game, modeled, textured, and animated using JavaFX  ? Optimize game assets for distribution, and learn how to use the Java 9 module system. 606 $aComputer games?Programming 606 $aJava (Computer program language) 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aJava$3https://scigraph.springernature.com/ontologies/product-market-codes/I29070 615 0$aComputer games?Programming. 615 0$aJava (Computer program language) 615 14$aGame Development. 615 24$aJava. 676 $a794.81526 700 $aJackson$b Wallace$4aut$4http://id.loc.gov/vocabulary/relators/aut$0709868 906 $aBOOK 912 $a9910254855903321 996 $aPro Java 9 Games Development$92169043 997 $aUNINA