Learn JavaFX Game and App Development: With FXGL 17

Author:   Almas Baimagambetov
Publisher:   APress
Edition:   1st ed.
ISBN:  

9781484286241


Pages:   224
Publication Date:   26 August 2022
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Our Price $145.17 Quantity:  
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Learn JavaFX Game and App Development: With FXGL 17


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Overview

Understand real-world game development concepts using JavaFX game engine called FXGL. The core focus of the book is on developing a standalone game or application with FXGL. 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 ForThis book is for beginners in Java and/or JavaFX who wish to develop apps and games with FXGL, while improving Java and JavaFX skills.

Full Product Details

Author:   Almas Baimagambetov
Publisher:   APress
Imprint:   APress
Edition:   1st ed.
Weight:   0.367kg
ISBN:  

9781484286241


ISBN 10:   1484286243
Pages:   224
Publication Date:   26 August 2022
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Chapter 1:  IntroductionChapter Goal: Sets the scene for the book, provides an overview and sets expectations 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

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Author Information

Dr Almas Baimagambetov is a Principal Lecturer in Computer Science at the University of Brighton, UK. He has considerable software development experience and is a huge fan of open source. His prominent contributions to the JVM community on GitHub include the FXGL game engine, collaborations on numerous JavaFX projects, a wide range of open-source games, and a collection of practical tutorials. Almas also has a YouTube channel focused on Java, Kotlin, JavaFX, Unity, and Unreal Engine.

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