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|a QA76.76.C672
|b .E346 2014
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0 |
4 |
|a 005.1
|
049 |
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|a UAMI
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100 |
1 |
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|a Edén, Rikard.
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245 |
1 |
0 |
|a JMonkeyEngine 3.0 cookbook :
|b over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development /
|c Rickard Edén.
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260 |
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|a Birmingham, UK :
|b Packt Pub.,
|c 2014.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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588 |
0 |
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|a Online resource; title from cover (Safari, viewed August 29, 2014).
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505 |
0 |
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: SDK Game Development Hub; Introduction; Setting up a project; Importing a model; Using Scene Composer; Modifying heightmaps with Terrain Editor; Adding a sky box and lighting; Adding water using a filter; Adding some ambient audio; Creating bitmap fonts with Font Creator; Retrieving an attachment node; Using ParticleEmitter -- Soaring Birds; An advanced ParticleEmitter class; Chapter 2: Cameras and Game Controls; Introduction; Creating a reusable character control.
|
505 |
8 |
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|a Attaching an input AppState objectFiring in FPS; Firing non-instant bullets; Creating an RTS camera AppState object; Selecting units in RTS; Making the camera follow units; Following a character with ChaseCamera; Adding a game controller or joystick input; Leaning around corners; Detecting cover automatically in a third-person game; Chapter 3: World Building; Introduction; Using noise to generate a terrain; Lighting your world and providing it with dynamic lights; Deforming a terrain in real time; Automating trees'' distribution; Endless worlds and infinite space.
|
505 |
8 |
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|a Flowing water with cellular automataThe essentials of a cube-based world; Chapter 4: Mastering Character Animations; Introduction; Previewing animations in SDK; Creating an animation manager control; Extending the animation control; Handling jump animations; Creating a custom animation -- leaning; Creating a subanimation; Lip syncing and facial expressions; Eye movement; Location-dependent animation -- edge check; Aligning feet with ground -- inverse kinematics; Chapter 5: Artificial Intelligence; Introduction; Creating a reusable AI control class; Sensing -- vision; Sensing -- hearing.
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505 |
8 |
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|a Decision making -- Finite State MachineCreating the AI using cover; Generating NavMesh in SDK; Pathfinding -- using NavMesh; Controlling groups of AI; Pathfinding -- our own A* pathfinder; Chapter 6: GUI with Nifty GUI; Introduction; Initializing Nifty and managing an options menu; Loading the screen; Creating an RPG dialog screen; Implementing a game console; Handling a game message queue; Creating an inventory screen; Customizing the input and settings page; Using offscreen rendering for a minimap; Chapter 7: Networking with SpiderMonkey; Introduction; Setting up a server and client.
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505 |
8 |
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|a Handling basic messagingMaking a networked game -- Battleships; Implementing a network code for FPS; Loading a level; Interpolating between player positions; Firing over a network; Optimizing the bandwidth and avoiding cheating; Chapter 8: Physics with Bullet; Introduction; Creating a pushable door; Building a rocket engine; Ballistic projectiles and arrows; Handling multiple gravity sources; Self-balancing using RotationalLimitMotors; The principles of a bridge-building game; Networked physics; Chapter 9: Taking Our Game to the Next Level; Introduction.
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520 |
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|a If you are a jMonkey developer or a Java developer who is interested to delve further into the game making process to expand your skillset and create more technical games, then this book is perfect for you.
|
546 |
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|a English.
|
590 |
|
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
|
650 |
|
0 |
|a Computer games
|x Design.
|
650 |
|
0 |
|a Computer games
|x Programming.
|
650 |
|
0 |
|a Java (Computer program language)
|
650 |
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6 |
|a Jeux d'ordinateur
|x Conception.
|
650 |
|
6 |
|a Jeux d'ordinateur
|x Programmation.
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650 |
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6 |
|a Java (Langage de programmation)
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650 |
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|a COMPUTERS
|x Software Development & Engineering
|x General.
|2 bisacsh
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|x Design.
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650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
650 |
|
7 |
|a Java (Computer program language)
|2 fast
|0 (OCoLC)fst00982065
|
776 |
0 |
8 |
|i Print version:
|a Edén, Rickard.
|t JMonkeyEngine 3.0 Cookbook.
|d Birmingham : Packt Publishing, ©2014
|z 9781783286478
|
856 |
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