Many games today use a blend of animations and physics to create realistic movement. For animated characters, this revolves around balance. It could take the shape of a runner who leans inwards through a curve to counter the centrifugal force. Creating a system like this is not easy and requires a lot of tweaking. In this recipe, we'll look into some of the fundamentals of this, and we'll create a new Control
class that will try to balance itself using the rotational motors of SixDofJoint
.
JMonkeyEngine 3.0 Cookbook
By :
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