Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Overview of this book

jMonkeyEngine 3.0 is a powerful set of free Java libraries that allows you to unlock your imagination, create 3D games and stunning graphics. Using jMonkeyEngine's library of time-tested methods, this book will allow you to unlock its potential and make the creation of beautiful interactive 3D environments a breeze."jMonkeyEngine 3.0 Beginner's Guide" teaches aspiring game developers how to build modern 3D games with Java. This primer on 3D programming is packed with best practices, tips and tricks and loads of example code. Progressing from elementary concepts to advanced effects, budding game developers will have their first game up and running by the end of this book.From basic concepts and project creation to building a complex 3D Game, you will learn to layout 3D scenes, make them interactive and add various multi-media effects.You will find answers to common questions including best practices and approaches, how game characters can act and interact, how to simulate solid walls and physical forces, how to take it online to play over a network and much more.From Zero to Hero, start your journey to make your game idea a reality.
Table of Contents (20 chapters)
jMonkeyEngine 3.0 Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – node versus geometry


Geometries are the objects in your scene. They represent loaded models, characters, terrains, and all kinds of other visible objects.

Nodes are a typical means of grouping other nodes and geometries. The typical use case for nodes is transformation, where they are used as handles for groups of spatials. If you group a driver geometry and a car geometry by attaching them to a common vehicle node, you can move both of them by simply translating the vehicle node.

Another use case for nodes is rotation. Do you intend to rotate around the geometry's center, or around another point? If you intend to rotate around a non-central point, create an invisible pivot node and attach the geometry to it. Then, apply the rotation to the pivot node and not to the geometry itself.

The following example shows two geometries rotated around a common, invisible center node, pivot:

  1. Add the following lines at the end of your simpleInitApp() method:

    Node pivot = new Node("pivot...