Cover image for jMonkeyEngine 3.0 Beginner’s Guide.
jMonkeyEngine 3.0 Beginner’s Guide.
Title:
jMonkeyEngine 3.0 Beginner’s Guide.
Author:
Ruth Irene Kusterer.
ISBN:
9781849516471
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (495 pages)
Contents:
jMonkeyEngine 3.0 Beginner's Guide -- Table of Contents -- jMonkeyEngine 3.0 Beginner's Guide -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- Get a head start -- Who this book is for -- Getting things done -- The building blocks of game development -- Listening to the heartbeat of your game -- Putting the pieces together -- Sources of information -- Conventions -- Time for action - heading -- What just happened? -- Pop quiz - heading -- Have a go hero - heading -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 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 -- What just happened? -- Time for action - creating a project -- What just happened? -- Assets and the art pipeline -- Time for action - distributing a game -- What just happened? -- Can I sell my jMonkeyEngine game? -- Summary -- 2. Creating Your First 3D Scene -- A basic template to initialize scenes -- Time for action - initializing a scene step by step -- What just happened? -- Starting and stopping the application -- Time for action - starting the application -- What just happened? -- Orient yourself in 3D space -- Time for action - finding the spot -- What just happened? -- Pop quiz - which way, vector? -- And how do I say that in Java? -- Time for action - position it! -- What just happened? -- Time for action - scale it! -- What just happened? -- Time for action - rotate it! -- What just happened?.

Time for action - rotate it again, Sam -- What just happened? -- Where am I? -- Time for action - navigating the scene -- Pop quiz ‑ spinning around -- Populating the scene -- Time for action - node versus geometry -- What just happened? -- Pop quiz - the truth about spatials -- Extending SimpleApplication -- Make a big scene -- Time for action - configuring display settings -- What just happened? -- Keeping an eye on your FPS -- Time for action - checking vital stats -- What just happened? -- Navigating the scene with a mouse and a keyboard -- Time for action - move it! -- What just happened? -- Have a go hero - tower defense -- Summary -- 3. Interacting with the User -- The digital Dungeon Master -- Time for action - from input to output in slow motion -- What just happened? -- Time for action - pushing the right buttons -- What just happened? -- Time for action - trigger meets mapping -- What just happened? -- Time for action - mapping meets listeners -- What just happened? -- Time for action - listeners meet actions -- What just happened? -- Click me if you can -- Time for action - pick a brick (using crosshairs) -- What just happened? -- Time for action - pick a brick (crosshairs with ray casting) -- What just happened? -- Time for action - pick a brick (using the mouse pointer) -- What just happened? -- Time for action - pick a brick (pointer with ray casting) -- What just happened? -- Pop quiz - input handling -- How to steer spatials -- Time for action - you are the CubeChaser -- What just happened? -- Time for action - chase all the cubes! -- What just happened? -- Time for action - get these cubes under control -- What just happened? -- Time for action - get into the right AppState of mind -- What just happened? -- Time for action - call me maybe? -- What just happened? -- Coordinating global game mechanics.

The beauty of AppStates and controls -- Pop quiz - how to control game mechanics -- Have a go hero - shoot down the creeps! -- Summary -- 4. Adding Character to Your Game -- Making a Mesh -- Time for action - meshing around with cubes -- What just happened? -- Time for action - meshing around with spheres -- What just happened? -- From mesh to geometry -- Beg, steal, or borrow -- The right wrench to pound in the screw -- Time for action - installing the Blender-to-Ogre3D plugin -- What just happened? -- Time for action - sculpting the mesh -- What just happened? -- Time for action - coloring the mesh -- What just happened? -- Time for action - a model for to go, please -- What just happened? -- Time for action - loading a model (just testing) -- What just happened? -- Time for action - loading a model (for real) -- What just happened? -- Managing assets - best practices -- Time for action - sorting your stuff out -- What just happened? -- Time for action - saving and loading .j3o files -- What just happened? -- Pop quiz -- Animating a model -- Time for action - rig, skin, and animate -- What just happened? -- Time for action - loading an animated model -- What just happened? -- Time for action - playing an animated model -- What just happened? -- Time for action - responding to animation events -- What just happened? -- Pop quiz -- Loading a simple user interface -- Time for action - displaying text -- What just happened? -- Time for action - loading AngelCode fonts -- What just happened? -- Time for action - loading icons into the GUI -- What just happened? -- Time for action - display interactive status icons -- What just happened? -- Time for action - 3D objects in the 2D GUI? -- What just happened? -- The art pipeline -- Have a go hero - furnishing the tower defense game -- Summary -- 5. Creating Materials -- What is a material?.

Time for action - unshaded materials -- What just happened? -- Material definitions and shaders -- Good-bye unshaded, hello lighting! -- Time for action - no frills, just color -- What just happened? -- Time for action - oooh, shiny! -- What just happened? -- Time for action - illuminated opaque textures -- What just happened? -- Time for action - semitransparent texture -- What just happened? -- Time for action - transparent textures -- What just happened? -- Pop quiz - transparent versus opaque -- Multimapping -- Time for action - meet the hover tank -- What just happened? -- Time for action - let the hover tank be groovy -- What just happened? -- Time for action - give your hover tank a shine -- What just happened? -- Time for action - make your hover tank glow -- What just happened? -- Time for action - deep-freeze your materials -- What just happened? -- Pop quiz - multimapping -- Different types of textures -- Time for action - scaling and tiling textures -- What just happened? -- Time for action - lights on! -- What just happened? -- Have a go hero -- Summary -- 6. Having Fun with Physics -- Solid floors and walls -- Time for action - fortify the town -- What just happened? -- Time for action - first-person navigation -- What just happened? -- Fun with rigid bodies -- Time for action - falling bricks -- What just happened? -- Time for action - flying cannon balls -- What just happened? -- Time for action - predict the explosion -- What just happened? -- Dynamic, static, and kinematic -- Time for action - an elevator platform -- What just happened? -- Time for action - react to collisions -- What just happened? -- Time for action - timing forces correctly -- What just happened? -- My whole world is falling apart -- LEET skillz - learn from the pros -- Pop quiz -- Have a go hero - rubber balls versus stacked crates -- Summary.

7. Adding Spark to Your Game -- Particle effects -- Time for action - stir up some dust -- What just happened? -- Time for action - sparks -- What just happened? -- Time for action - fit to burst? -- What just happened? -- Starting and stopping effects -- Time for action - fire! -- What just happened? -- Time for action - design effects in the SDK -- What just happened? -- Time for action - finding stuff in the scene graph -- What just happened? -- Custom effect textures -- Have a go hero - explosion! -- Scene-wide effects -- Time for action - welcome to Dark Town -- What just happened? -- Time for action - welcome to Dark City -- What just happened? -- Time for action - this city needs more gloom -- What just happened? -- Time for action - stay focused -- What just happened? -- Time for action - this city needs more glow -- What just happened? -- Time for action - toons and artistic effects -- What just happened? -- Have a go hero -- Summary -- 8. Creating Landscapes -- Welcome to Earth -- Time for action - climbing a hill -- What just happened? -- Time for action - let there be grass -- What just happened? -- Time for action - splat goes the texture -- What just happened? -- But wait, there's more -- Time for action - up hill and down dale -- What just happened? -- Time for action - go fast and vast -- What just happened? -- Time for action - plant a tree -- What just happened? -- Not even the sky is the limit -- Time for action - nothing but blue sky -- What just happened? -- Time for action - sky factory -- What just happened? -- Time for action - fog of war -- What just happened? -- Catch the sun -- Time for action - let the sun shine in -- What just happened? -- Still waters run deep -- Time for action - simple water -- What just happened? -- Time for action - take a swim -- What just happened? -- Pop quiz -- Have a go hero -- Summary.

9. Making Yourself Heard.
Abstract:
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 is for you.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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