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jMonkeyEngine 3.0 Cookbook
Table of Contents
jMonkeyEngine 3.0 Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
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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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