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jMonkeyEngine 3.0 Cookbook电子书

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作       者:Rickard Edén

出  版  社:Packt Publishing

出版时间:2014-08-13

字       数:169.9万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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If you are a jMonkey developer or a Java developer who is interested to delve further into the game making process to expand your skillset and create more technical games, then this book is perfect for you.
目录展开

jMonkeyEngine 3.0 Cookbook

Table of Contents

jMonkeyEngine 3.0 Cookbook

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

Common development concepts in jMonkeyEngine

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. SDK Game Development Hub

Introduction

Setting up a project

Getting ready

How to do it...

How it works...

Importing a model

How to do it…

How it works…

Using Scene Composer

Getting ready

How to do it…

How it works...

There's more…

Modifying heightmaps with Terrain Editor

How to do it...

How it works...

Adding a sky box and lighting

How to do it…

How it works...

There's more…

Adding water using a filter

Getting ready

How to do it…

How it works...

Adding some ambient audio

How to do it…

How it works...

Creating bitmap fonts with Font Creator

How to do it…

How it works...

Retrieving an attachment node

Getting ready

How to do it…

How it works...

There's more…

Using ParticleEmitter – Soaring Birds

Getting ready

How to do it…

How it works...

There's more…

An advanced ParticleEmitter class

Getting ready

How to do it…

How it works...

There's more…

2. Cameras and Game Controls

Introduction

Creating a reusable character control

Getting ready

How to do it...

How it works...

There's more...

Attaching an input AppState object

Getting ready

How to do it...

How it works...

Firing in FPS

Getting ready

How to do it...

How it works...

Firing non-instant bullets

Getting ready

How to do it...

How it works...

Creating an RTS camera AppState object

Getting ready

How to do it...

How it works...

There's more...

Selecting units in RTS

Getting ready

How to do it...

How it works...

Making the camera follow units

Getting ready

How to do it...

How it works...

Following a character with ChaseCamera

Getting ready

How to do it...

How it works...

There's more…

Adding a game controller or joystick input

Getting ready

How to do it...

How it works...

There's more…

Leaning around corners

Getting ready

How to do it...

How it works...

Detecting cover automatically in a third-person game

Getting ready

How to do it...

How it works...

See also

3. World Building

Introduction

Using noise to generate a terrain

Getting ready

How to do it...

How it works...

There's more...

Lighting your world and providing it with dynamic lights

How to do it...

How it works...

There's more…

Deforming a terrain in real time

Getting ready

How to do it...

How it works...

Automating trees' distribution

How to do it...

How it works...

There's more...

Endless worlds and infinite space

How to do it...

How it works...

Flowing water with cellular automata

Getting ready

How it works...

How it works...

The essentials of a cube-based world

Getting ready

How to do it...

How it works...

4. Mastering Character Animations

Introduction

Previewing animations in SDK

How to do it...

How it works...

Creating an animation manager control

How to do it...

How it works…

Extending the animation control

How to do it...

How it works...

Handling jump animations

How to do it...

How it works...

Creating a custom animation - leaning

Getting ready

How to do it...

How it works...

There's more...

Creating a subanimation

Getting ready

How to do it...

How it works...

Lip syncing and facial expressions

Getting ready

How to do it...

How it works...

Eye movement

How to do it...

How it works...

There's more...

Location-dependent animation – edge check

Getting ready

How to do it...

How it works...

Aligning feet with ground – inverse kinematics

Getting ready

How to do it...

How it works...

There's more...

5. Artificial Intelligence

Introduction

Creating a reusable AI control class

How to do it...

How it works…

There's more…

There's more…

Sensing – vision

How to do it...

How it works...

There's more…

Sensing – hearing

How to do it...

How it works...

Decision making – Finite State Machine

How to do it...

How it works...

Creating the AI using cover

How to do it...

How it works...

Generating NavMesh in SDK

Getting ready

How to do it...

How it works...

Pathfinding – using NavMesh

Getting ready

How to do it...

How it works...

Controlling groups of AI

How to do it...

How it works...

There's more

Pathfinding – our own A* pathfinder

How to do it...

How it works...

6. GUI with Nifty GUI

Introduction

Initializing Nifty and managing an options menu

Getting ready

How to do it...

How it works...

There's more…

Loading the screen

How to do it...

How it works...

Creating an RPG dialog screen

How to do it...

How it works...

Implementing a game console

How to do it...

How it works...

Handling a game message queue

How to do it...

How it works...

There's more…

Creating an inventory screen

How to do it...

How it works...

Customizing the input and settings page

Getting ready

How to do it...

How it works...

There's more...

Using offscreen rendering for a minimap

How to do it...

How it works...

There's more…

7. Networking with SpiderMonkey

Introduction

Setting up a server and client

How to do it...

How it works...

Handling basic messaging

Getting ready

How to do it...

How it works...

Making a networked game – Battleships

Getting ready

How to do it...

How it works...

Implementing a network code for FPS

Getting ready

How to do it...

How it works...

See also

Loading a level

How to do it...

How it works...

Interpolating between player positions

How to do it...

How it works...

Firing over a network

How to do it...

How it works...

Optimizing the bandwidth and avoiding cheating

How to do it...

How it works...

See also

8. Physics with Bullet

Introduction

Creating a pushable door

Getting ready

How to do it...

How it works...

Building a rocket engine

Getting ready

How to do it...

How it works...

Ballistic projectiles and arrows

Getting ready

How to do it...

How it works...

Handling multiple gravity sources

How to do it...

How it works...

Self-balancing using RotationalLimitMotors

How to do it...

How it works...

The principles of a bridge-building game

Getting ready

How to do it...

How it works...

There's more…

Networked physics

Getting ready

How to do it...

How it works...

There's more…

9. Taking Our Game to the Next Level

Introduction

Creating a muzzle flash using ParticleEmitter

Getting ready

How to do it...

How it works...

There's more...

Creating a trigger system

Getting ready

How to do it...

How it works...

Creating a timer trigger

How to do it...

How it works...

Adding an interaction trigger

How to do it...

How it works...

Controlling AI with triggers

Getting ready

How to do it...

How it works...

There's more...

Creating a dynamic skybox with a moving sun

Getting ready

How to do it...

How it works...

There's more...

Improving a scene with postprocessing filters

How to do it...

How it works...

Performing complex movements with MotionPaths

How to do it...

How it works...

There's more...

Cutscenes using cinematics

Getting ready

How to do it...

How it works...

Using a positional audio and environmental effects

How to do it...

How it works...

There's more

A. Information Fragments

Introduction

Downloading the plugins

Enabling nightly builds

Adding Bullet physics to the application

Jaime animation frames for phonemes

The AnimationEvent patch

The ImageGenerator class

The CellUtil class

Index

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