Description

Book Synopsis
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 us

Table of Contents
Chapter 1: IntroductionChapter 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 contentSub-topics: Java programmingJavaFX scene graphJavaFX model of programmingJavaFX concepts
Chapter 3: FXGL ArchitectureChapter 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 worldsSub-topics: Game worldEntity-Component modelPong and Breakout style games
Chapter 5: Physics Case Study: Develop a Platformer Game Chapter Goal: Introduction to lightweight and heavyweight physics engines in FXGLSub-topics: Collision detectionRigid body dynamicsMario style game
Chapter 6: AI Case Study: Develop a Maze Action GameChapter Goal: Provides a foundation for using and developing AI agents in FXGLSub-topics: A* pathfindingGraph theoryComponent-driven behaviorPac-man style game
Chapter 7: Graphics and UI Case Study: Develop a Top-Down Shooter GameChapter Goal: Introduction to the particle and animation systems used in FXGLSub-topics: Particle systemMulti-layer renderingAnimationsInterpolationsGeometry wars style game
Chapter 8: Developing General-Purpose ApplicationsChapter Goal: Provide information on how FXGL can be used in non-game contexts
Chapter 9: Cross-platform DeploymentChapter Goal: Demonstrates the package and deployment process with FXGLSub-topics: jlinkNative imagesGluon toolsMobile development
Chapter 10: ConclusionChapter Goal: Recap what was covered in the chapters, provides external resources and ideas for future projects

Learn JavaFX Game and App Development

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£44.99

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RRP £49.99 – you save £5.00 (10%)

Order before 4pm today for delivery by Fri 16 Jan 2026.

A Paperback / softback by Almas Baimagambetov

1 in stock


    View other formats and editions of Learn JavaFX Game and App Development by Almas Baimagambetov

    Publisher: APress
    Publication Date: 26/08/2022
    ISBN13: 9781484286241, 978-1484286241
    ISBN10: 1484286243

    Description

    Book Synopsis
    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 us

    Table of Contents
    Chapter 1: IntroductionChapter 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 contentSub-topics: Java programmingJavaFX scene graphJavaFX model of programmingJavaFX concepts
    Chapter 3: FXGL ArchitectureChapter 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 worldsSub-topics: Game worldEntity-Component modelPong and Breakout style games
    Chapter 5: Physics Case Study: Develop a Platformer Game Chapter Goal: Introduction to lightweight and heavyweight physics engines in FXGLSub-topics: Collision detectionRigid body dynamicsMario style game
    Chapter 6: AI Case Study: Develop a Maze Action GameChapter Goal: Provides a foundation for using and developing AI agents in FXGLSub-topics: A* pathfindingGraph theoryComponent-driven behaviorPac-man style game
    Chapter 7: Graphics and UI Case Study: Develop a Top-Down Shooter GameChapter Goal: Introduction to the particle and animation systems used in FXGLSub-topics: Particle systemMulti-layer renderingAnimationsInterpolationsGeometry wars style game
    Chapter 8: Developing General-Purpose ApplicationsChapter Goal: Provide information on how FXGL can be used in non-game contexts
    Chapter 9: Cross-platform DeploymentChapter Goal: Demonstrates the package and deployment process with FXGLSub-topics: jlinkNative imagesGluon toolsMobile development
    Chapter 10: ConclusionChapter Goal: Recap what was covered in the chapters, provides external resources and ideas for future projects

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