Thanks for the answers!
Another decent book is Shawn kendall's "Practical Java Game Programming".
Any online version or something like that? Those books are not for sell in my country... and as i don't have a credit card i can't buy them in amazon
Now, as to APIs and such. If you are doing 2D you have a few choices. You can use the FullScreen Exclusive Mode AWT API. That combined with porper use of active rendering, BufferStrategies and VolatileImages will give you good eprformance on WIndows. The problm there is that the Mac implementation of Full Screen Exclusive mdoe last trime I looked was horrible and terribly slow and the Linux implemenation, due to limits in X, isn't a whole lot better.
i'm in my first steps... i'm not interesting in portability yet... if it works in windows it will be just fine by now (i work with windows + eclipse 3.1).
So.. what about applets? are they used for 2d or the common choise is AWT?
If you are lookign for somethign more close paltform then what msot people do is use the OpenGL 3D API but draw all on one plane. If you loo ma round you may be able to find Sprite APIs already built ontop of OGL.
openGL scares me...
Good luck! Game programming is fun... just remember that its NOTHING like the programming you've done before. Game programming is soft real-time programmign and the techniques are totally different. As an example, forget everything you've learned about asynchronous events. In games you dont want em. If anything, itll be closest to your MSVC message-pump loop coding.
i know, that's why i don't know how to start and i'm asking for help...
i will read malokhan tutorial right now and then i will go for Shawn kendall's "Practical Java Game Programming".
wish me luck!