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

My whole world is falling apart


A physics simulation can be quite a loose cannon. Don't be surprised when physical objects jitter or are unceremoniously hurled out of the scene. Congratulations, you have created a physically impossible state! Most likely, you positioned two solid objects too close to each other. How do you find the source of the problem?

  • Activate the physics debug mode to visualize the actual collision shapes. Some dynamic objects receive HullCollisionShapes by default, which are not mesh-accurate. Make certain that no collision shapes overlap. You can render the (otherwise invisible) collision shapes as wireframes with the following command:

    bulletAppState.getPhysicsSpace().enableDebug(assetManager); // on
    bulletAppState.getPhysicsSpace().disableDebug()             // off
    
  • Make sure you do not smash dynamic or static objects into one another by using setLocalTranslation() or move() instead of using a physics-aware method.

  • Remember to check unintended overlaps with floor or...