jMonkeyEngine 3.0 Cookbook. için kapak resmi
jMonkeyEngine 3.0 Cookbook.
Başlık:
jMonkeyEngine 3.0 Cookbook.
Yazar:
Edén, Rickard.
ISBN:
9781783286485
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (362 pages)
İçerik:
jMonkeyEngine 3.0 Cookbook -- Table of Contents -- jMonkeyEngine 3.0 Cookbook -- 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 -- Common development concepts in jMonkeyEngine -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. SDK Game Development Hub -- Introduction -- Setting up a project -- Getting ready -- How to do it... -- How it works... -- Importing a model -- How to do it… -- How it works… -- Using Scene Composer -- Getting ready -- How to do it… -- How it works... -- There's more… -- Modifying heightmaps with Terrain Editor -- How to do it... -- How it works... -- Adding a sky box and lighting -- How to do it… -- How it works... -- There's more… -- Adding water using a filter -- Getting ready -- How to do it… -- How it works... -- Adding some ambient audio -- How to do it… -- How it works... -- Creating bitmap fonts with Font Creator -- How to do it… -- How it works... -- Retrieving an attachment node -- Getting ready -- How to do it… -- How it works... -- There's more… -- Using ParticleEmitter - Soaring Birds -- Getting ready -- How to do it… -- How it works... -- There's more… -- An advanced ParticleEmitter class -- Getting ready -- How to do it… -- How it works... -- There's more… -- 2. Cameras and Game Controls -- Introduction -- Creating a reusable character control -- Getting ready -- How to do it... -- How it works... -- There's more... -- Attaching an input AppState object -- Getting ready -- How to do it... -- How it works... -- Firing in FPS -- Getting ready -- How to do it...

How it works... -- Firing non-instant bullets -- Getting ready -- How to do it... -- How it works... -- Creating an RTS camera AppState object -- Getting ready -- How to do it... -- How it works... -- There's more... -- Selecting units in RTS -- Getting ready -- How to do it... -- How it works... -- Making the camera follow units -- Getting ready -- How to do it... -- How it works... -- Following a character with ChaseCamera -- Getting ready -- How to do it... -- How it works... -- There's more… -- Adding a game controller or joystick input -- Getting ready -- How to do it... -- How it works... -- There's more… -- Leaning around corners -- Getting ready -- How to do it... -- How it works... -- Detecting cover automatically in a third-person game -- Getting ready -- How to do it... -- How it works... -- See also -- 3. World Building -- Introduction -- Using noise to generate a terrain -- Getting ready -- How to do it... -- How it works... -- There's more... -- Lighting your world and providing it with dynamic lights -- How to do it... -- How it works... -- There's more… -- Deforming a terrain in real time -- Getting ready -- How to do it... -- How it works... -- Automating trees' distribution -- How to do it... -- How it works... -- There's more... -- Endless worlds and infinite space -- How to do it... -- How it works... -- Flowing water with cellular automata -- Getting ready -- How it works... -- How it works... -- The essentials of a cube-based world -- Getting ready -- How to do it... -- How it works... -- 4. Mastering Character Animations -- Introduction -- Previewing animations in SDK -- How to do it... -- How it works... -- Creating an animation manager control -- How to do it... -- How it works… -- Extending the animation control -- How to do it... -- How it works... -- Handling jump animations -- How to do it... -- How it works...

Creating a custom animation - leaning -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating a subanimation -- Getting ready -- How to do it... -- How it works... -- Lip syncing and facial expressions -- Getting ready -- How to do it... -- How it works... -- Eye movement -- How to do it... -- How it works... -- There's more... -- Location-dependent animation - edge check -- Getting ready -- How to do it... -- How it works... -- Aligning feet with ground - inverse kinematics -- Getting ready -- How to do it... -- How it works... -- There's more... -- 5. Artificial Intelligence -- Introduction -- Creating a reusable AI control class -- How to do it... -- How it works… -- There's more… -- There's more… -- Sensing - vision -- How to do it... -- How it works... -- There's more… -- Sensing - hearing -- How to do it... -- How it works... -- Decision making - Finite State Machine -- How to do it... -- How it works... -- Creating the AI using cover -- How to do it... -- How it works... -- Generating NavMesh in SDK -- Getting ready -- How to do it... -- How it works... -- Pathfinding - using NavMesh -- Getting ready -- How to do it... -- How it works... -- Controlling groups of AI -- How to do it... -- How it works... -- There's more -- Pathfinding - our own A* pathfinder -- How to do it... -- How it works... -- 6. GUI with Nifty GUI -- Introduction -- Initializing Nifty and managing an options menu -- Getting ready -- How to do it... -- How it works... -- There's more… -- Loading the screen -- How to do it... -- How it works... -- Creating an RPG dialog screen -- How to do it... -- How it works... -- Implementing a game console -- How to do it... -- How it works... -- Handling a game message queue -- How to do it... -- How it works... -- There's more… -- Creating an inventory screen -- How to do it... -- How it works...

Customizing the input and settings page -- Getting ready -- How to do it... -- How it works... -- There's more... -- Using offscreen rendering for a minimap -- How to do it... -- How it works... -- There's more… -- 7. Networking with SpiderMonkey -- Introduction -- Setting up a server and client -- How to do it... -- How it works... -- Handling basic messaging -- Getting ready -- How to do it... -- How it works... -- Making a networked game - Battleships -- Getting ready -- How to do it... -- How it works... -- Implementing a network code for FPS -- Getting ready -- How to do it... -- How it works... -- See also -- Loading a level -- How to do it... -- How it works... -- Interpolating between player positions -- How to do it... -- How it works... -- Firing over a network -- How to do it... -- How it works... -- Optimizing the bandwidth and avoiding cheating -- How to do it... -- How it works... -- See also -- 8. Physics with Bullet -- Introduction -- Creating a pushable door -- Getting ready -- How to do it... -- How it works... -- Building a rocket engine -- Getting ready -- How to do it... -- How it works... -- Ballistic projectiles and arrows -- Getting ready -- How to do it... -- How it works... -- Handling multiple gravity sources -- How to do it... -- How it works... -- Self-balancing using RotationalLimitMotors -- How to do it... -- How it works... -- The principles of a bridge-building game -- Getting ready -- How to do it... -- How it works... -- There's more… -- Networked physics -- Getting ready -- How to do it... -- How it works... -- There's more… -- 9. Taking Our Game to the Next Level -- Introduction -- Creating a muzzle flash using ParticleEmitter -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating a trigger system -- Getting ready -- How to do it... -- How it works... -- Creating a timer trigger.

How to do it... -- How it works... -- Adding an interaction trigger -- How to do it... -- How it works... -- Controlling AI with triggers -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating a dynamic skybox with a moving sun -- Getting ready -- How to do it... -- How it works... -- There's more... -- Improving a scene with postprocessing filters -- How to do it... -- How it works... -- Performing complex movements with MotionPaths -- How to do it... -- How it works... -- There's more... -- Cutscenes using cinematics -- Getting ready -- How to do it... -- How it works... -- Using a positional audio and environmental effects -- How to do it... -- How it works... -- There's more -- A. Information Fragments -- Introduction -- Downloading the plugins -- Enabling nightly builds -- Adding Bullet physics to the application -- Jaime animation frames for phonemes -- The AnimationEvent patch -- The ImageGenerator class -- The CellUtil class -- Index.
Özet:
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.
Notlar:
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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