The author states: "In this book, I show you how to develop and program 3D games in Java technology on a PC, with emphasis on the construction of 3D landscapes. I assume you have a reasonable knowledge of Java, the sort of things picked up in a first Java course at school." The publisher prints "The Apress Java Roadmap" consistent with this.
The book, however, is quite different from what is stated, and it is difficult to see how the book would be useful.
The book claims to describe Java 3D, but is in fact little more than miscellaneous source code fragments of much larger programs, surrounded by text annotations. Annotated programs have been published before, notably by Donald Knuth, but this book fails to make the technique work on many levels.
Do not expect the book to provide an overview of Java 3D. The book describes where to download Java 3D from the Sun Microsystems Java Web site. That is all - there is no 'Hello World' program, and no introduction to the Java 3D classes and their organization. The 'overview' is approximately 2 pages of text without a single line of code, only the Web location of the Sun Java 3D 'HelloUniverse' program. If you use this book, you will be learning Java 3D from another source.
The book is structured as a sequence of chapters about specific topics, for example, Chapter 6 is 'A Multitextured Landscape'. Each topic is illustrated by a program, the chapter itself lists the source code of some methods from some classes in the program, with text descriptions.
Do not expect to be able to use the source code fragments as examples for Java 3D programming. The fragments rely heavily on other parts of the program, and the Java 3D calls (if any occur in a given fragment) are not obvious. The author apparently uses the Java 'import' directive to reference Java 3D classes, but does not list these imports in the source code fragments. Therefore, unless the reader already knows the Java 3D API, it is not possible to determine which methods and data types are part of Java 3D, and which ones are part of the larger program. In order to even find the Java 3D calls in a source code fragment, you must already know Java 3D.
Do not expect to learn what capabilities are included in Java 3D, and how to use them. The text description associated with the source code fragments tends to describe only the specific fragment implementation, and mixes descriptions of the fragment as a component of the program with a few mentions of Java 3D features being used. Even for the few mentions of Java 3D in the descriptions, there is no overall discussion of the Java 3D features, or why the particular implementation was chosen.
If you want to learn Java 3D and game programming, you will be better off without this book than with it. The book lists two technical reviewers, I do not understand what they reviewed or why. The publisher, Apress, produces some useful technical books. This is not one of them.