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jMonkeyEngine 3.0 beginner's guide : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / Ruth Kusterer.

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Format:
Book
Author/Creator:
Kusterer, Ruth.
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Video games--Design.
Java (Computer program language).
Physical Description:
vi, 334 p. : ill. (some col.)
Edition:
1st edition
Place of Publication:
Birmingham : Packt Pub., 2013.
Language Note:
English
System Details:
text file
Summary:
Whether you want to design 3D games with Java for love or for money, this is the primer you need to start using the free libraries of jMonkeyEngine 3.0. All hands on, all fun – it makes light work of learning. Create 3D games that run on Android devices, Windows, Mac OS, Linux desktop PCs and in web browsers – for commercial, hobbyists, or educational purposes. Follow end-to-end examples that teach essential concepts and processes of game development, from the basic layout of a scene to interactive game characters. Make your artwork come alive and publish your game to multiple platforms, all from one unified development environment. In Detail jMonkeyEngine 3.0 is a powerful set of free Java libraries that allows you to unlock your imagination, create 3D games and stunning graphics. Using jMonkeyEngine’s library of time-tested methods, this book will allow you to unlock its potential and make the creation of beautiful interactive 3D environments a breeze. "jMonkeyEngine 3.0 Beginner’s Guide" teaches aspiring game developers how to build modern 3D games with Java. This primer on 3D programming is packed with best practices, tips and tricks and loads of example code. Progressing from elementary concepts to advanced effects, budding game developers will have their first game up and running by the end of this book. From basic concepts and project creation to building a complex 3D Game, you will learn to layout 3D scenes, make them interactive and add various multi-media effects. You will find answers to common questions including best practices and approaches, how game characters can act and interact, how to simulate solid walls and physical forces, how to take it online to play over a network and much more. From Zero to Hero, start your journey to make your game idea a reality.
Contents:
Intro
jMonkeyEngine 3.0 Beginner's Guide
Table of Contents
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
Time for action - creating a project
Assets and the art pipeline
Time for action - distributing a game
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
Starting and stopping the application
Time for action - starting the application
Orient yourself in 3D space
Time for action - finding the spot
Pop quiz - which way, vector?
And how do I say that in Java?
Time for action - position it!
Time for action - scale it!
Time for action - rotate it!
What just happened?.
Time for action - rotate it again, Sam
Where am I?
Time for action - navigating the scene
Pop quiz ‑ spinning around
Populating the scene
Time for action - node versus geometry
Pop quiz - the truth about spatials
Extending SimpleApplication
Make a big scene
Time for action - configuring display settings
Keeping an eye on your FPS
Time for action - checking vital stats
Navigating the scene with a mouse and a keyboard
Time for action - move it!
Have a go hero - tower defense
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)
Pop quiz - input handling
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
Pop quiz - how to control game mechanics
Have a go hero - shoot down the creeps!
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 geometry
Beg, 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 files
Pop quiz
Animating a model
Time for action - rig, skin, and animate
Time for action - loading an animated model
Time for action - playing an animated model
Time for action - responding to animation events
Loading a simple user interface
Time for action - displaying text
Time for action - loading AngelCode fonts
Time for action - loading icons into the GUI
Time for action - display interactive status icons
Time for action - 3D objects in the 2D GUI?
The art pipeline
Have a go hero - furnishing the tower defense game
5. Creating Materials
What is a material?.
Time for action - unshaded materials
Material definitions and shaders
Good-bye unshaded, hello lighting!
Time for action - no frills, just color
Time for action - oooh, shiny!
Time for action - illuminated opaque textures
Time for action - semitransparent texture
Time for action - transparent textures
Pop quiz - transparent versus opaque
Multimapping
Time for action - meet the hover tank
Time for action - let the hover tank be groovy
Time for action - give your hover tank a shine
Time for action - make your hover tank glow
Time for action - deep-freeze your materials
Pop quiz - multimapping
Different types of textures
Time for action - scaling and tiling textures
Time for action - lights on!
Have a go hero
6. Having Fun with Physics
Solid floors and walls
Time for action - fortify the town
Time for action - first-person navigation
Fun with rigid bodies
Time for action - falling bricks
Time for action - flying cannon balls
Time for action - predict the explosion
Dynamic, static, and kinematic
Time for action - an elevator platform
Time for action - react to collisions
Time for action - timing forces correctly
My whole world is falling apart
LEET skillz - learn from the pros
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
Time for action - sparks
Time for action - fit to burst?
Starting and stopping effects
Time for action - fire!
Time for action - design effects in the SDK
Time for action - finding stuff in the scene graph
Custom effect textures
Have a go hero - explosion!
Scene-wide effects
Time for action - welcome to Dark Town
Time for action - welcome to Dark City
Time for action - this city needs more gloom
Time for action - stay focused
Time for action - this city needs more glow
Time for action - toons and artistic effects
8. Creating Landscapes
Welcome to Earth
Time for action - climbing a hill
Time for action - let there be grass
Time for action - splat goes the texture
But wait, there's more
Time for action - up hill and down dale
Time for action - go fast and vast
Time for action - plant a tree
Not even the sky is the limit
Time for action - nothing but blue sky
Time for action - sky factory
Time for action - fog of war
Catch the sun
Time for action - let the sun shine in
Still waters run deep
Time for action - simple water
Time for action - take a swim
9. Making Yourself Heard.
Notes:
"Learn by doing: less theory, more results"--Cover.
Includes index.
ISBN:
1-84951-647-2
OCLC:
854569113

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