Inhaltsangabe
Chapter 1: Introduction
Chapter 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 content
Sub-topics:
Java programming
JavaFX scene graph
JavaFX model of programming
JavaFX concepts
Chapter 3: FXGL Architecture
Chapter 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 worlds
Sub-topics:
Game world
Entity-Component model
Pong and Breakout style games
Chapter 5: Physics Case Study: Develop a Platformer Game
Chapter Goal: Introduction to lightweight and heavyweight physics engines in FXGL
Sub-topics:
Collision detection
Rigid body dynamics
Mario style game
Chapter 6: AI Case Study: Develop a Maze Action Game
Chapter Goal: Provides a foundation for using and developing AI agents in FXGL
Sub-topics:
A* pathfinding
Graph theory
Component-driven behavior
Pac-man style game
Chapter 7: Graphics and UI Case Study: Develop a Top-Down Shooter Game
Chapter Goal: Introduction to the particle and animation systems used in FXGL
Sub-topics:
Particle system
Multi-layer rendering
Animations
Interpolations
Geometry wars style game
Chapter 8: Developing General-Purpose Applications
Chapter Goal: Provide information on how FXGL can be used in non-game contexts
Chapter 9: Cross-platform Deployment
Chapter Goal: Demonstrates the package and deployment process with FXGL
Sub-topics:
jlink
Native images
Gluon tools
Mobile development
Chapter 10: Conclusion
Chapter Goal: Recap what was covered in the chapters, provides external resources and ideas for future projects
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