JMonkeyEngine 3.0 beginner's guide : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language /
With plenty of practical examples, screenshots and example code, create a complete game step by step. Learn by doing. Less theory, more results, If you have an inventive mind, are experienced in Java, enjoy looking through the smoke and mirrors of VFX and the world of game mechanics then this book i...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Pub.,
2013.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Installing jMonkeyEngine; Installation requirements for game developers; Time for action
- installing the jMonkeyEngine SDK; jMonkeyEngine SDK at your service; Can I work in other Java IDEs?; Time for action
- running a demo; Time for action
- creating a project; Assets and the art pipeline; Time for action
- distributing a game; Can I sell my jMonkeyEngine game?; Summary; Chapter 2: Creating Your First 3D Scene; A basic template to initialize scenes.
- Time for action
- initializing a scene step by stepStarting and stopping the application; Time for action
- starting the application; Orient yourself in 3D space; Time for action
- finding the spot; And how do I say that in Java?; Time for action
- position it!; Time for action
- scale it!; Time for action
- rotate it!; Time for action
- rotate it again, Sam; Where am I?; Time for action
- navigating the scene; Populating the scene; Time for action
- node versus geometry; Extending SimpleApplication; Make a big scene; Time for action
- configuring display settings; Keeping an eye on your FPS.
- Time for action
- checking vital statsNavigating the scene with a mouse and a keyboard; Time for action
- move it!; Summary; Chapter 3: Interacting with the User; The digital Dungeon Master; Time for action
- from input to output in slow motion; Time for action
- pushing the right buttons; Time for action
- trigger meets mapping; Time for action
- mapping meets listeners; Time for action
- listeners meet actions; Click me if you can; Time for action
- pick a brick (using crosshairs); Time for action
- pick a brick (crosshairs with ray casting).
- Time for action
- pick a brick (using the mouse pointer)Time for action
- pick a brick (pointer with ray casting); How to steer spatials; Time for action
- you are the CubeChaser; Time for action
- chase all the cubes!; Time for action
- get these cubes under control; Time for action
- get into the right AppState of mind; Time for action
- call me maybe?; Coordinating global game mechanics; The beauty of AppStates and controls; Summary; Chapter 4: Adding Character to Your Game; Making a Mesh; Time for action
- meshing around with cubes; Time for action
- meshing around with spheres.
- From mesh to geometryBeg, steal, or borrow; The right wrench to pound in the screw; Time for action
- installing the Blender-to-Ogre3D plugin; Time for action
- sculpting the mesh; Time for action
- coloring the mesh; Time for action
- a model for to go, please; Time for action
- loading a model (just testing); Time for action
- loading a model (for real); Managing assets
- best practices; Time for action
- sorting your stuff out; Time for action
- saving and loading .j3o's; Animating a model; Time for action
- rig, skin, and animate; Time for action
- loading an animated model.
- Time for action
- playing an animated model.