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

Something's coming from behind!


Ambient sounds are noises "in headspace": they have no location in the 3D scene and seem to be coming from everywhere and nowhere. You can attach non-positional audio nodes to another node in the 3D scene, but it is not a requirement. In contrast, you want other sounds to emanate from one particular spot.

The humming of the motor should emanate from the passing race car itself; hearing the steps of the guard approach from the right gives you the split second needed to dodge to the left; and the monster sneaking up on you in the dark is a lot scarier when you hear it breathe right behind your chair; hearing the ocean roar to your right and leaves rustling to your left helps you navigate the terrain.

3D sounds have a position in 3D space, therefore you must attach these positional audio nodes to (a node attached to) the root node. You need two things to render 3D audio:

  • An attached audio node representing the position or direction of the sound

  • The AudioListener...