In Chapter 1, SDK Game Development Hub, we used Terrain Editor to manually create a heightmap and Scene Composer to put things together into scenes. Those were the two ways of creating worlds in jMonkeyEngine. In this chapter, we'll look into creating worlds using code or procedural generation. This can often be very quickly set up, but getting it right (and performant) can be tricky. To achieve this, we will make use of techniques such as custom meshes and batching. Batching is a method of taking several geometries using the same Material
instance and creating one mesh out of all their meshes. This can significantly improve the performance of the application.
JMonkeyEngine 3.0 Cookbook
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JMonkeyEngine 3.0 Cookbook
By:
Overview of this book
Table of Contents (17 chapters)
jMonkeyEngine 3.0 Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
SDK Game Development Hub
Cameras and Game Controls
World Building
Mastering Character Animations
Artificial Intelligence
GUI with Nifty GUI
Networking with SpiderMonkey
Physics with Bullet
Taking Our Game to the Next Level
Information Fragments
Index
Customer Reviews