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Table Of Contents

2 Introduction
3 Game development
3.1 A definition of computer games
3.2 Game platforms
3.3 The business of game development
4 Introducing Java
4.1 The term Java
• The Java programming language
4.2 Overview
4.3 The Java programming language
4.4 The Java platform
5.6 References and pointers
5.7 Type casting
5.8 The standard library
5.9 Prototypes and headers
5.10 Documentation generation
5.11 Language simplicity
5.12 Operator overloading
5.13 Unsigned integral data types
5.14 Constant parameter types
5.15 Packages and namespaces
5.16 Multiple class inheritance
5.17 Type definitions and Enumerations
5.18 Preprocessing
5.19 Templates and generics
5.20 Dynamic class loading
5.21 Reflection
5.22 Debugging and IDEs
5.23 Summery
6 Java Performance
6.1 The origin of the Java myth
6.2 When is Java slow?
6.3 When is Java fast?
6.4 Why is this Java program slow?
6.5 Memory footprint
6.6 Selecting the heap size
6.7 The performance of JNI
6.8 Templates / Generics
6.9 Strings
6.10 Tweaking and readability
6.11 Conclusion
7 Benchmarks
7.1 Introduction
7.2 Choice of compiler/virtual machines
7.8 A particle simulator
7.9 An object-oriented version of Life
7.10 A 3D demo
7.11 Reviews of third party benchmarks
7.12 Conclusions and thoughts
8 Evaluating Java for a game project
8.1 Why use Java?
8.2 Considering the risks
8.3 OpenGL, DirectX and other libraries
8.4 Java3D
8.5 Different ways Java can be used in games
8.6 Commercial games using Java
8.7 Portability
8.8 The performance of Java in games
8.9 Should I use Java for my next game project?
9 Conclusion
Appendix A: References
Appendix B: Untweaked Particles Source code
Appendix C: Tweaked Particles Source
Appendix D: Untweaked Life Source
Appendix E: Tweaked Life Source code
Appendix F: Untweaked 3D Demo
Appendix G: Tweaked 3D Demo
Appendix H: Edited third party benchmark
Appendix I: Benchmark results
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Evaluating Java for Game Development

Evaluating Java for Game Development

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Published by Venice Tan

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Published by: Venice Tan on Sep 01, 2011
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