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Almas Baimagambetov - Learn JavaFX Game and App Development: With FXGL 17

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Almas Baimagambetov Learn JavaFX Game and App Development: With FXGL 17
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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.

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Book cover of Learn JavaFX Game and App Development Almas Baimagambetov - photo 1
Book cover of Learn JavaFX Game and App Development
Almas Baimagambetov
Learn JavaFX Game and App Development
With FXGL 17
The Apress logo Dr Almas Baimagambetov Brighton East Sussex UK ISBN - photo 2

The Apress logo.

Dr. Almas Baimagambetov
Brighton, East Sussex, UK
ISBN 978-1-4842-8624-1 e-ISBN 978-1-4842-8625-8
https://doi.org/10.1007/978-1-4842-8625-8
Dr. Almas Baimagambetov 2022
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress Media, LLC, part of Springer Nature.

The registered company address is: 1 New York Plaza, New York, NY 10004, U.S.A.

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-8624-1. For more detailed information, please visit http://www.apress.com/source-code.

Table of Contents
About the Author
Almas Baimagambetov
A photo of Almas Baimagambetov is a principal lecturer in computer science at - photo 3

A photo of 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.
About the Technical Reviewer
Simon Jackson
A photo of Simon Jackson is a long-time software engineer and architect with - photo 4

A photo of Simon Jackson.

is a long-time software engineer and architect with many years of Unity game development experience, as well as an author of several Unity game development titles. He loves to both create Unity projects as well as lend a hand to help educate others, whether its via a blog, vlog, user group, or major speaking event.

His primary focus at the moment is with the XRTK (Mixed Reality Toolkit) project, which is aimed at building a cross-platform Mixed Reality framework to enable both VR and AR developers to build efficient solutions in Unity and then build/distribute them to as many platforms as possible.

The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2022
A. Baimagambetov Learn JavaFX Game and App Development https://doi.org/10.1007/978-1-4842-8625-8_1
1. Introduction
Almas Baimagambetov
(1)
Brighton, East Sussex, UK
JavaFX is a modern high-performance graphical user interface (GUI) toolkit for Java . It provides hardware acceleration support on a range of platforms, including desktop, mobile, and embedded, allowing the development of cross-platform applications . However, to develop games with JavaFX effectively, numerous domain-specific concepts are needed. To address this need, the FXGL game engine extends JavaFX and brings support for real-world game development techniques (examples seen in Figure ). These include the entity-component model, pathfinding, physics, particle systems, sprite sheet animations, and many other features. As a result, JavaFX developers can produce games more quickly and more effectively with FXGL and easily package their games to native platform images, including Android and iOS.
A screenshot depicts a compilation of screenshots which are of different game - photo 5

A screenshot depicts a compilation of screenshots, which are of different game scenes, developed using the F X G L game engine.

Figure 1-1

A compilation of screenshots from games developed with FXGL

The FXGL game engine is fully open source. This allows any FXGL user to contribute new features or bug fixes back to the project. The project is solely supported by the community users, whether individuals or companies. At the time of writing this book, all development team members work on this project in their own time. The project source code can be found at https://github.com/AlmasB/FXGL .

The FXGL project initially started off as a collection of code snippets used to help deliver lectures on game development courses at the University of Brighton and help with developing tutorials for YouTube. As the code base grew, it made sense to develop it into a publicly accessible game engine in Java. As such, FXGL is not meant to compete with existing engines, but instead its goal is to provide Java users with an alternative tool to develop high-performance applications. During the early stages of development, the following software projects played an influential role in the engines architecture and implementation: Unity, Unreal Engine, libGDX, jMonkey, CRYENGINE, X-Ray, OpenJK, Duality, and Phaser.

The underlying infrastructure and the rendering engine are provided by the JavaFX GUI toolkit. JavaFX is a modern alternative to Swing for building rich client applications in Java. It is developed in collaboration with many individuals and companies, constantly improving its presence on a wide range of supported platforms. Building on this support enables FXGL to develop truly cross-platform games with numerous game-specific features.

The features provided by FXGL can be put into several categories: internal framework services , game logic , artificial intelligence (AI) , physics, gameplay, input, user interface (UI), graphics, audio, file input output (IO), networking, hardware access, and external tool integration. These categories can be described as follows:
  • Internal framework services provide access to the engine timer and life cycle, allowing to listen for specific events and handle them appropriately from code.

  • In FXGL, game logic is implemented as a combination of the Entity-Component model, which defines game objects, and the game world, which acts as a container for game objects. As with any popular data structure, the game world allows querying and filtering data (game objects) to suit developer needs.

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