JMonkeyEngine 3.0 cookbook: over 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development
Book information
Description
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.;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. 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 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.
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