更新时间:2021-08-13 17:02:43
封面
版权信息
Credits
About the Author
About the Reviewers
www.PacktPub.com
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 step
Starting 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 stats
Navigating the scene with a mouse and a keyboard
Time for action – move it!
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
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 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
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
Chapter 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