Pro Java 9 Games Development Leveraging the JavaFX APIs

(Michael S) #1
Chapter 4 ■ an IntroduCtIon to Game desIGn: Game desIGn ConCepts, Genres, enGInes, and teChnIques

In summary, Java is positioned to allow game developers to deliver vanguard, hybrid games, containing
both 2D and 3D assets, as well as high-quality 16-bit 48 kHz and 24-bit 48 kHz digital audio. With a little bit
of creativity and the knowledge you are garnering during the course of this book, you should be able to pull
off what’s never been done before. This is especially true for areas that hybrid gaming will be beneficial for,
such as the areas of education (edutainment) and the workplace (business process gamification). This is
because Java is widely used in OSs and browsers, as well as in 64-bit platforms such as Android 5 - 8, which
have a majority market share and manufacturer following in consumer electronics. That said, it is important
to point out that JavaFX is not (yet) suited for i3D VR real-time 3D-rendered games with an HD or UHD high
frame rate, like those created using C++ for customized game consoles such as PlayStation or Xbox.


Summary


In this fourth chapter, we took a closer look at some of the more important game design concepts that we
will be using in our pro Java game development work process so that you have the foundational knowledge
for these things taken care of in advance, in the first section of the book.
I started out covering the key concept of static versus dynamic and how these are important for both
game design and game optimization, as too many dynamics can overload older single-core and even dual-
core CPUs if game optimization is not an ongoing consideration throughout the game design, development,
and optimization process.
Next, you looked at some of the key components of game design and development, such as sprite
position, sprite animation, collision detection, physics simulation, flocking, or crowd dynamics, particle
systems, background animation, camera animation, digital video streaming, user interface design,
scoring engines, and gameplay AI logic.


Figure 4-4. My i2D game development book called Beginning Java 8 Games Development covers using sprites
to develop games

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