JMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development /: over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development. (2014)
- Record Type:
- Book
- Title:
- JMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development /: over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development. (2014)
- Main Title:
- JMonkeyEngine 3.0 cookbook : over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development
- Further Information:
- Note: Rickard Edén.
- Other Names:
- Edén, Rikard
- Contents:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: SDK Game Development Hub; Introduction; Setting up a project; Importing a model; Using Scene Composer; Modifying heightmaps with Terrain Editor; Adding a sky box and lighting; Adding water using a filter; Adding some ambient audio; Creating bitmap fonts with Font Creator; Retrieving an attachment node; Using ParticleEmitter -- Soaring Birds; An advanced ParticleEmitter class; Chapter 2: Cameras and Game Controls; Introduction; Creating a reusable character control. Attaching an input AppState objectFiring in FPS; Firing non-instant bullets; Creating an RTS camera AppState object; Selecting units in RTS; Making the camera follow units; Following a character with ChaseCamera; Adding a game controller or joystick input; Leaning around corners; Detecting cover automatically in a third-person game; Chapter 3: World Building; Introduction; Using noise to generate a terrain; Lighting your world and providing it with dynamic lights; Deforming a terrain in real time; Automating trees'' distribution; Endless worlds and infinite space. Flowing water with cellular automataThe essentials of a cube-based world; Chapter 4: Mastering Character Animations; Introduction; Previewing animations in SDK; Creating an animation manager control; Extending the animation control; Handling jump animations; Creating a custom animation -- leaning; Creating a subanimation; Lip syncingCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: SDK Game Development Hub; Introduction; Setting up a project; Importing a model; Using Scene Composer; Modifying heightmaps with Terrain Editor; Adding a sky box and lighting; Adding water using a filter; Adding some ambient audio; Creating bitmap fonts with Font Creator; Retrieving an attachment node; Using ParticleEmitter -- Soaring Birds; An advanced ParticleEmitter class; Chapter 2: Cameras and Game Controls; Introduction; Creating a reusable character control. Attaching an input AppState objectFiring in FPS; Firing non-instant bullets; Creating an RTS camera AppState object; Selecting units in RTS; Making the camera follow units; Following a character with ChaseCamera; Adding a game controller or joystick input; Leaning around corners; Detecting cover automatically in a third-person game; Chapter 3: World Building; Introduction; Using noise to generate a terrain; Lighting your world and providing it with dynamic lights; Deforming a terrain in real time; Automating trees'' distribution; Endless worlds and infinite space. Flowing water with cellular automataThe essentials of a cube-based world; Chapter 4: Mastering Character Animations; Introduction; Previewing animations in SDK; Creating an animation manager control; Extending the animation control; Handling jump animations; Creating a custom animation -- leaning; Creating a subanimation; Lip syncing and facial expressions; Eye movement; Location-dependent animation -- edge check; Aligning feet with ground -- inverse kinematics; Chapter 5: Artificial Intelligence; Introduction; Creating a reusable AI control class; Sensing -- vision; Sensing -- hearing. Decision making -- Finite State MachineCreating the AI using cover; Generating NavMesh in SDK; Pathfinding -- using NavMesh; Controlling groups of AI; Pathfinding -- our own A* pathfinder; Chapter 6: GUI with Nifty GUI; Introduction; Initializing Nifty and managing an options menu; Loading the screen; Creating an RPG dialog screen; Implementing a game console; Handling a game message queue; Creating an inventory screen; Customizing the input and settings page; Using offscreen rendering for a minimap; Chapter 7: Networking with SpiderMonkey; Introduction; Setting up a server and client. Handling basic messagingMaking a networked game -- Battleships; Implementing a network code for FPS; Loading a level; Interpolating between player positions; Firing over a network; Optimizing the bandwidth and avoiding cheating; Chapter 8: Physics with Bullet; Introduction; Creating a pushable door; Building a rocket engine; Ballistic projectiles and arrows; Handling multiple gravity sources; Self-balancing using RotationalLimitMotors; The principles of a bridge-building game; Networked physics; Chapter 9: Taking Our Game to the Next Level; Introduction. … (more)
- Publisher Details:
- Birmingham, UK : Packt Pub
- Publication Date:
- 2014
- Extent:
- 1 online resource (1 volume), illustrations
- Subjects:
- 005.1
COMPUTERS -- Virtual Worlds
Computer games -- Design
Computer games -- Programming
Java (Computer program language)
Computer games -- Design
Computer games -- Programming
Java (Computer program language)
COMPUTERS -- Software Development & Engineering -- General
Computer games -- Design
Computer games -- Programming
Java (Computer program language)
Computer games / Design
Computer games / Programming
Java (Computer program language)
Electronic books - Languages:
- English
- ISBNs:
- 9781783286485
1783286482
1783286474
9781783286478 - Related ISBNs:
- 9781783286478
- Notes:
- Note: Online resource; title from cover (Safari, viewed Aug. 29, 2014).
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.87476
- Ingest File:
- 01_044.xml