|
|
|
Author: Justin Couch, Aaron E. Walsh et al Publisher: Prentice Hall Date: Unknown. Expected October 1999 ISBN: TBA Purchase: |
Java 3D is the hot 3D API for Java at the moment after the folding of the Magician OpenGL bindings. Apart from that, it's put out by Sun so that seems to give it some extra credo (*shrug*). However, learning 3D graphics of any form is difficult. Continuing the ever popular Core Java series, this book looks at an introduction to cutting code in Java 3D.
The book takes an introductory approach to Java 3D. It shows you how to do stuff to get you running in the quickest possible time. Light on heavy maths and the theory, it is suited more to the person wanting to get moving with Java 3D that doesn't know anything about 3D graphics. If you are coming to J3D from another API like OpenGL or Direct3D, then it will possibly be a little light on for you. Assuming this works out well enough, an Intermediate and possibly advanced book could be forthcoming (hassle Prentice-Hall please, I'd love to write these too!)
If you want to learn about J3D straight away, then have a look at Sun's Java 3DTutorial
| Return to top |
| Return to top |
Part I - Introduction (All by Aaron)
Chapter 1: Why Bother?
Chapter 2: Overview of Java 3D
Chapter 3: Working in the 3rd Dimension
Part II - Java 3D Fundamentals
Chapter 4: Getting Started - Installing and Running J3D
Chapter 5: 3D Graphics Fundamentals
Chapter 6: The Java 3D API
Chapter 7: A First 3D Application
Part III - World Modelling
Chapter 8: Geometry
Chapter 9: Appearance
Chapter 10: The Virtual User
Chapter 11: User Input
Part IV - Enhanced Worlds
Chapter 12: Making the World Move
Chapter 13: Lighting
Chapter 14: Dealing with the Outside World
Chapter 15: Audio
Chapter 16: Advanced Java 3D
| Return to top |