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Beginning Java SE 6 Game Programming, Third Edition by Jonathan S. Harbour

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Chapter 10. Timing and the Game Loop

You have learned how to use the Graphics2D class to program graphics using vector shapes and bitmap images, and you have even seen a nearly complete game written from scratch. You have learned how to load and play sound files and MIDI music files, and how to program the keyboard and mouse. By all accounts, you have the tools to create many different games already. But there are some tricks of the trade—secrets of the craft—that will help you to make your games stand out in the crowd and impress. This chapter discusses the game loop and its vital importance to a smooth-running game. You will learn about threads and timing, and you will take the Asteroids-style game created in Chapters 3 and 5 into completely ...

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