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!
Summary
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
Summary
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
Summary
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
Time for action – semitransparent texture
Time for action – transparent textures
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
Different types of textures
Time for action – scaling and tiling textures
Time for action – lights on!
Summary
Chapter 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
Summary
Chapter 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?
Time for action – fire!
Time for action – design effects in the SDK
Time for action – finding stuff in the scene graph
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
Summary
Chapter 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
Summary
Chapter 9. Making Yourself Heard
Please roar into the microphone now
Ambient sounds! They are everywhere!
Time for action – add ambient sound
Time for action – to pre-buffer or to stream?
Time for action – push a button to receive *BAM*
Basic sound APIs
Something's coming from behind!
Time for action – positional audio
Time for action – I spy with my little ear
Sound environments
Time for action – using default sound environments
Time for action – underwater
Summary
Chapter 10. Showing Your Game to the World
Customizing display settings
Time for action – the name of the game
Time for action – make a big splash (screen)
Time for action – window seat or full screen?
Time for action – fine-tuning video settings
Time for action – window canvas or headless?
Time for action – reload settings
SimpleApplication options
Time for action – time for a pause
Time for action – hide statistics and FPS
Save load and be merry
Time for action – save and load game data
Time for action – save and load display settings
Pre-release checklist
Release checklist
Time for action – build the final release
Summary
Appendix A. What's Next?
Hey this game is fun!
Some dos and don'ts
Superpowers – Go!
Keep it simple
Polishing off the last pages
Summary
Appendix B. Additional Resources for Fellow jMonkeys
Game-development resources
Key input triggers
Setting up jMonkeyEngine in Eclipse
Best practices for jMonkey networking
Appendix C. Pop Quiz Answers
Chapter 2 Creating Your First 3D Scene
Chapter 3 Interacting with the User
Chapter 4 Adding Character to Your Game
Chapter 5 Creating Materials
Chapter 6 Having Fun with Physics
Chapter 8 Creating Landscapes
Chapter 9 Making Yourself Heard
Index
更新时间:2021-08-13 17:02:43