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jMonkeyEngine 3.0 Beginner’s Guide
最新章節(jié):
Index
Withplentyofpracticalexamples,screenshotsandexamplecode,createacompletegamestepbystep.Learnbydoing.Lesstheory,moreresults,Ifyouhaveaninventivemind,areexperiencedinJava,enjoylookingthroughthesmokeandmirrorsofVFXandtheworldofgamemechanicsthenthisbookisforyou.
最新章節(jié)
- Index
- Chapter 9 Making Yourself Heard
- Chapter 8 Creating Landscapes
- Chapter 6 Having Fun with Physics
- Chapter 5 Creating Materials
- Chapter 4 Adding Character to Your Game
品牌:中圖公司
上架時間:2021-08-13 16:18:04
出版社:Packt Publishing
本書數(shù)字版權(quán)由中圖公司提供,并由其授權(quán)上海閱文信息技術(shù)有限公司制作發(fā)行
- Index 更新時間:2021-08-13 17:02:43
- Chapter 9 Making Yourself Heard
- Chapter 8 Creating Landscapes
- Chapter 6 Having Fun with Physics
- Chapter 5 Creating Materials
- Chapter 4 Adding Character to Your Game
- Chapter 3 Interacting with the User
- Chapter 2 Creating Your First 3D Scene
- Appendix C. Pop Quiz Answers
- Best practices for jMonkey networking
- Setting up jMonkeyEngine in Eclipse
- Key input triggers
- Game-development resources
- Appendix B. Additional Resources for Fellow jMonkeys
- Summary
- Polishing off the last pages
- Keep it simple
- Superpowers – Go!
- Some dos and don'ts
- Hey this game is fun!
- Appendix A. What's Next?
- Summary
- Time for action – build the final release
- Release checklist
- Pre-release checklist
- Time for action – save and load display settings
- Time for action – save and load game data
- Save load and be merry
- Time for action – hide statistics and FPS
- Time for action – time for a pause
- SimpleApplication options
- Time for action – reload settings
- Time for action – window canvas or headless?
- Time for action – fine-tuning video settings
- Time for action – window seat or full screen?
- Time for action – make a big splash (screen)
- Time for action – the name of the game
- Customizing display settings
- Chapter 10. Showing Your Game to the World
- Summary
- Time for action – underwater
- Time for action – using default sound environments
- Sound environments
- Time for action – I spy with my little ear
- Time for action – positional audio
- Something's coming from behind!
- Basic sound APIs
- Time for action – push a button to receive *BAM*
- Time for action – to pre-buffer or to stream?
- Time for action – add ambient sound
- Ambient sounds! They are everywhere!
- Please roar into the microphone now
- Chapter 9. Making Yourself Heard
- Summary
- Time for action – take a swim
- Time for action – simple water
- Still waters run deep
- Time for action – let the sun shine in
- Catch the sun
- Time for action – fog of war
- Time for action – sky factory
- Time for action – nothing but blue sky
- Not even the sky is the limit
- Time for action – plant a tree
- Time for action – go fast and vast
- Time for action – up hill and down dale
- But wait there's more
- Time for action – splat goes the texture
- Time for action – let there be grass
- Time for action – climbing a hill
- Welcome to Earth
- Chapter 8. Creating Landscapes
- Summary
- Time for action — toons and artistic effects
- Time for action – this city needs more glow
- Time for action – stay focused
- Time for action – this city needs more gloom
- Time for action – welcome to Dark City
- Time for action – welcome to Dark Town
- Time for action – finding stuff in the scene graph
- Time for action – design effects in the SDK
- Time for action – fire!
- Time for action – fit to burst?
- Time for action – sparks
- Time for action – stir up some dust
- Particle effects
- Chapter 7. Adding Spark to Your Game
- Summary
- LEET skillz – learn from the pros
- My whole world is falling apart
- Time for action – timing forces correctly
- Time for action – react to collisions
- Time for action – an elevator platform
- Dynamic static and kinematic
- Time for action – predict the explosion
- Time for action – flying cannon balls
- Time for action – falling bricks
- Fun with rigid bodies
- Time for action – first-person navigation
- Time for action – fortify the town
- Solid floors and walls
- Chapter 6. Having Fun with Physics
- Summary
- Time for action – lights on!
- Time for action – scaling and tiling textures
- Different types of textures
- Time for action – deep-freeze your materials
- Time for action – make your hover tank glow
- Time for action – give your hover tank a shine
- Time for action – let the hover tank be groovy
- Time for action – meet the hover tank
- Multimapping
- Time for action – transparent textures
- Time for action – semitransparent texture
- Time for action – illuminated opaque textures
- Time for action – oooh shiny!
- Time for action – no frills just color
- Good-bye unshaded hello lighting!
- Material definitions and shaders
- Time for action – unshaded materials
- What is a material?
- Chapter 5. Creating Materials
- Summary
- The art pipeline
- Time for action – 3D objects in the 2D GUI?
- Time for action – display interactive status icons
- Time for action – loading icons into the GUI
- Time for action – loading AngelCode fonts
- Time for action – displaying text
- Loading a simple user interface
- Time for action – responding to animation events
- Time for action – playing an animated model
- Time for action – loading an animated model
- Time for action – rig skin and animate
- Animating a model
- Time for action – saving and loading .j3o files
- Time for action – sorting your stuff out
- Managing assets – best practices
- Time for action – loading a model (for real)
- Time for action – loading a model (just testing)
- Time for action – a model for to go please
- Time for action – coloring the mesh
- Time for action – sculpting the mesh
- Time for action – installing the Blender-to-Ogre3D plugin
- The right wrench to pound in the screw
- Beg steal or borrow
- From mesh to geometry
- Time for action – meshing around with spheres
- Time for action – meshing around with cubes
- Making a Mesh
- Chapter 4. Adding Character to Your Game
- Summary
- The beauty of AppStates and controls
- Coordinating global game mechanics
- Time for action – call me maybe?
- Time for action – get into the right AppState of mind
- Time for action – get these cubes under control
- Time for action – chase all the cubes!
- Time for action – you are the CubeChaser
- How to steer spatials
- Time for action – pick a brick (pointer with ray casting)
- Time for action – pick a brick (using the mouse pointer)
- Time for action – pick a brick (crosshairs with ray casting)
- Time for action – pick a brick (using crosshairs)
- Click me if you can
- Time for action – listeners meet actions
- Time for action – mapping meets listeners
- Time for action – trigger meets mapping
- Time for action – pushing the right buttons
- Time for action – from input to output in slow motion
- The digital Dungeon Master
- Chapter 3. Interacting with the User
- Summary
- Time for action – move it!
- Navigating the scene with a mouse and a keyboard
- Time for action – checking vital stats
- Keeping an eye on your FPS
- Time for action – configuring display settings
- Make a big scene
- Extending SimpleApplication
- Time for action – node versus geometry
- Populating the scene
- Time for action – navigating the scene
- Where am I?
- Time for action – rotate it again Sam
- Time for action – rotate it!
- Time for action – scale it!
- Time for action – position it!
- And how do I say that in Java?
- Time for action – finding the spot
- Orient yourself in 3D space
- Time for action – starting the application
- Starting and stopping the application
- Time for action – initializing a scene step by step
- A basic template to initialize scenes
- Chapter 2. Creating Your First 3D Scene
- Summary
- Can I sell my jMonkeyEngine game?
- Time for action – distributing a game
- Assets and the art pipeline
- Time for action – creating a project
- Time for action – running a demo
- Can I work in other Java IDEs?
- jMonkeyEngine SDK at your service
- Time for action – installing the jMonkeyEngine SDK
- Installation requirements for game developers
- Chapter 1. Installing jMonkeyEngine
- Preface
- www.PacktPub.com
- About the Reviewers
- About the Author
- Credits
- 版權(quán)信息
- 封面
- 封面
- 版權(quán)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 更新時間:2021-08-13 17:02:43