Index
A
- A key (move left (Strafe)) / Time for action – move it!
- alphamap / What just happened?
- drawing / Time for action – splat goes the texture
- used, for creating material / Time for action – splat goes the texture
- Alt key / What just happened?
- ambient light
- about / What just happened?
- ambient occlusion
- ambient sound
- adding / Time for action – add ambient sound
- AngleCode fonts
- animated model
- animation channels
- about / What just happened?
- animation control
- about / What just happened?
- animation events
- responding to / Time for action – responding to animation events
- AnimEventListener method / What just happened?
- anti-aliasing / Time for action – configuring display settings
- app.enqueue() method / Coordinating global game mechanics
- app.restart(); method / What just happened?, What just happened?
- app.start(); method / What just happened?
- app.start() method / What just happened?
- app.stop(); method / What just happened?
- application
- starting / Time for action – starting the application
- stopping / What just happened?
- Application settings / Extending SimpleApplication
- applyCentralForce(v) method / What just happened?
- applyForce(v,p) method / What just happened?
- applyImpulse(v,p) method / What just happened?
- applyTorque(v) method / What just happened?
- applyTorqueImpulse(v) method / What just happened?
- AppStates
- AppStates.getCounter() method / What just happened?
- armature / What just happened?
- ArtOfIllusion
- art pipeline
- AssetManager function
- about / From mesh to geometry
- assetManager object / What just happened?, Extending SimpleApplication
- AssetPackBrowser window / Time for action – installing the jMonkeyEngine SDK
- assets
- managing / Managing assets – best practices
- assets directory
- assets management
- best practices / Managing assets – best practices
- assets management, best practices
- directory structure, deciding / Time for action – sorting your stuff out, What just happened?
- .j3o's, saving / Time for action – saving and loading .j3o files, What just happened?
- .j3o's, loading / Time for action – saving and loading .j3o files, What just happened?
- attachCenterMark() method / Time for action – pick a brick (using crosshairs)
- attachment nodes
- about / What just happened?
- Audacity
- audio files
- audio node
- creating / Time for action – add ambient sound
- audio node methods
- play() / Basic sound APIs
- playInstance() / Basic sound APIs
- pause() / Basic sound APIs
- stop() / Basic sound APIs
- getStatus() / Basic sound APIs
- setVolume(5.0f) / Basic sound APIs
- setPitch(1.0f) / Basic sound APIs
- setTimeOffset(1.0f) / Basic sound APIs
- setLooping(true) / Basic sound APIs
- setPositional(true) / What just happened?
- setRefDistance(10f) / What just happened?
- setMaxDistance(1000f) / What just happened?
- getLocalTranslation() / What just happened?
B
- BasicGame project / Time for action – creating a project
- BasicGame template
- blue cube, creating / Time for action – meshing around with cubes, What just happened?
- best practices, jMonkey networking
- BetterCharacterControl / What just happened?
- about / What just happened?
- methods / What just happened?
- Blender
- about / The right wrench to pound in the screw
- URL, for download / The right wrench to pound in the screw
- Ogre Mesh conversion / Time for action – a model for to go, please, What just happened?
- Blender-to-Ogre3D plugin
- Blinn bump mapping
- about / Material definitions and shaders
- blue cube
- blue material
- illuminated sphere, creating with / Time for action – no frills, just color, What just happened?
- bone control
- about / What just happened?
- bones / What just happened?
- Box() constructor / What just happened?
- Box() object / What just happened?, What just happened?
- BulletAppState / What just happened?
- bump maps / What just happened?
- burst effect
- applying / Time for action – fit to burst?, What just happened?
C
- cam / Extending SimpleApplication
- cannon ball
- CapsuleCollisionShape / What just happened?
- caustics
- about / What just happened?
- centralized physics
- about / Getting your physics in sync
- channel.getAnimMaxTime() method / What just happened?
- channel.setAnim() method / What just happened?
- channel.setLoopMode(LoopMode.Loop) method / What just happened?
- channel.setSpeed() method / What just happened?
- channel.setTime() method / What just happened?
- cleanup() method / Coordinating global game mechanics
- clearForces() method / What just happened?
- collides / What just happened?
- collision() method / What just happened?
- collisions
- game, reacting to / Time for action – react to collisions, What just happened?
- com.jme3.app.StatsView UI element / Time for action – checking vital stats
- com.jme3.audio.* package / Ambient sounds! They are everywhere!
- com.jme3.effect package / Particle effects
- com.jme3.light package
- com.jme3.post package
- about / Scene-wide effects
- com.jme3.scene.Mesh package / From mesh to geometry
- com.jme3.scene.shape package
- about / From mesh to geometry
- com.jme3.shadow package / Time for action – welcome to Dark City
- com.jme3.util.SkyFactory package / Time for action – sky factory
- com.jme3.water.SimpleWaterProcessor class / What just happened?
- context type
- about / Time for action – window, canvas, or headless?
- JmeContext.Type.Display / What just happened?
- JmeContext.Type.Canvas / What just happened?
- JmeContext.Type.Headless / What just happened?
- JmeContext.Type.OffscreenSurface / What just happened?
- controlUpdate() method / Time for action – get these cubes under control, Time for action – get into the right AppState of mind
- cool blur effect
- activating / Time for action – stay focused, What just happened?
- crate
- placing, on flat floor / Time for action – plant a tree
- crepuscular rays / Catch the sun
- cubes
- meshing around / Time for action – meshing around with cubes, What just happened?
- culling / Populating the scene
- custom effect textures
- about / Custom effect textures
- custom mesh / From mesh to geometry
D
- 3D modeling software
- about / What just happened?
- 3D models
- about / From mesh to geometry
- 3D objects
- 3DS Max
- 3D space
- about / Orient yourself in 3D space
- DDS (DirectDraw Surface)
- about / What just happened?
- decentralized physics
- about / Getting your physics in sync
- dedicated server
- about / Choosing a server type
- default sound environments
- demos, jMonkeyEngine SDK
- running / Time for action – running a demo
- depth-of-field blur effect / Time for action – stay focused
- design effects
- dialog image / Time for action – configuring display settings
- diffuse color
- about / What just happened?
- DiffuseMap property
- about / What just happened?
- DiffuseMap texture
- about / What just happened?
- directional audio / Time for action – I spy with my little ear, What just happened?
- directional light
- about / What just happened?
- display settings
- configuring / Time for action – configuring display settings
- display settings, game
- customizing / Customizing display settings
- name, customizing / Time for action – the name of the game
- splash screen, creating / Time for action – make a big splash (screen)
- title bar, customizing / Time for action – window seat or full screen?
- video settings, selecting / Time for action – fine-tuning video settings, What just happened?
- context type / Time for action – window, canvas, or headless?, What just happened?
- reloading / Time for action – reload settings
- loading / Time for action – save and load display settings, What just happened?
- saving / Time for action – save and load display settings, What just happened?
- dist folder / Time for action – distributing a game
- D key (move right (Strafe)) / Time for action – move it!
- Doom 3 / What just happened?
- down arrow key (rotate down) / Time for action – move it!
- drop shadows
- activating, SceneProcessor used / Time for action – welcome to Dark Town, What just happened?
- Dungeon Master (DM)
- about / The digital Dungeon Master
- input to output state / Time for action – from input to output in slow motion
- right buttons, pushing / Time for action – pushing the right buttons, What just happened?
- SimpleApplication class / Time for action – trigger meets mapping
- mappings, activating / Time for action – mapping meets listeners, What just happened?
- InputListener objects, inner objects / Time for action – listeners meet actions
- dust
- stirring up / Time for action – stir up some dust, What just happened?
- dynamic object
E
- Eclipse
- jMonkeyEngine, setting up / Setting up jMonkeyEngine in Eclipse
- editors
- list / Assets and the art pipeline
- effects
- starting / Starting and stopping effects
- stopping / Starting and stopping effects
- emitters
- about / Starting and stopping effects
- empty scene
- creating / Time for action – nothing but blue sky
- Environmental Audio Extensions (EAX) / What just happened?
- environment mapping
- Erase Texture button / Time for action – let there be grass
- explosion effect
- implementing / Have a go hero – explosion!
- external file types / Assets and the art pipeline
F
- FastMath.DEG_TO_RAD constant / Time for action – rotate it!
- Files window / What just happened?
- Filter
- about / Scene-wide effects
- FilterExplorer window / Time for action – installing the jMonkeyEngine SDK
- fire effect
- applying / Time for action – fire!, What just happened?
- first-person perspective
- about / Solid floors and walls
- first-person player
- walking, among solid walls and floor / Solid floors and walls, Time for action – fortify the town, What just happened?, Time for action – first-person navigation, What just happened?
- flyCam / Extending SimpleApplication
- fog
- adding, to scene / Time for action – fog of war, What just happened?
- Font Creator plugin
- forces
- timing, correctly / Time for action – timing forces correctly, What just happened?
- fragment shaders / Material definitions and shaders
- frameBuffer object / Extending SimpleApplication
- frames per second (FPS) / Time for action – checking vital stats
- free look / What just happened?
- fullscreen mode / Time for action – configuring display settings
G
- game
- reacting, to collisions / Time for action – react to collisions, What just happened?
- display settings, customizing / Customizing display settings
- dos / Some dos and don'ts
- don'ts / Some dos and don'ts
- simplicity, maintaining / Keep it simple
- game actions / Time for action – from input to output in slow motion
- game action targets
- about / Click me if you can
- brick picking, crosshairs used / Time for action – pick a brick (using crosshairs), What just happened?
- brick picking, crosshairs with ray casting used / Time for action – pick a brick (crosshairs with ray casting), What just happened?
- brick picking, mouse pointer used / Time for action – pick a brick (using the mouse pointer)
- brick picking, mouse pointer with ray casting used / Time for action – pick a brick (pointer with ray casting), What just happened?
- game asset resources
- about / Game-asset resources
- multi-media artwork / Game-asset resources
- 3D mesh editors and plugins / Game-asset resources
- tutorials / Game-asset resources
- game assets
- about / Beg, steal, or borrow
- game data
- game development resources
- about / Game-development resources
- development tips / Game-development tips
- asset resources / Game-asset resources
- game development tips
- about / Game-development tips
- game resource repositories
- about / Beg, steal, or borrow
- game state / Time for action – from input to output in slow motion
- geom.setLocalScale(0.5f); / What just happened?
- geom2.scale(2.0f); / What just happened?
- geometry / Populating the scene
- versus node / Time for action – node versus geometry
- and node / What just happened?
- getAppliedImpulse() method / What just happened?
- getAudioRenderer() / Extending SimpleApplication
- getCombinedFriction() method / What just happened?
- getCombinedRestitution() method / What just happened?
- getHeight() method / What just happened?
- getInputManager() / Extending SimpleApplication
- getListener() / Extending SimpleApplication
- getNodeA() method / What just happened?
- getNodeB() method / What just happened?
- GhostControl / What just happened?
- global game mechanics
- coordinating / Coordinating global game mechanics
- glow
- applying, to scene / Time for action – this city needs more glow, What just happened?
- GlowMap
- about / Scene-wide effects
- GLSL (OpenGL Shading Language)
- about / Scene-wide effects
- graphic processing unit (GPU)
- about / Material definitions and shaders
- grass
- adding, to hill / Time for action – let there be grass, What just happened?
- GUI
- icons, loading into / Time for action – loading icons into the GUI, What just happened?
- gunshot sound
H
- hand-drawn textures / Time for action – splat goes the texture
- head-up display (HUD) / Keeping an eye on your FPS
- heightmap
- creating, for terrain / Time for action – splat goes the texture
- loading / Time for action – splat goes the texture, What just happened?
- terrain mesh, creating from / Time for action – splat goes the texture, What just happened?
- generating, for hilly terrain / Time for action – up hill and down dale, What just happened?
- height maps
- about / What just happened?
- hello() method / Time for action – call me maybe?
- hill
- climbing / Time for action – climbing a hill, What just happened?
- grass, adding / Time for action – let there be grass, What just happened?
- HillHeightMap constructor / What just happened?
- hilly terrain
- heightmap, generating for / Time for action – up hill and down dale, What just happened?
- hinges / What just happened?
- hold left mouse button and move (rotate drag) / Time for action – move it!
- hover tank model
- about / Time for action – meet the hover tank, What just happened?
- normal map, adding / Time for action – let the hover tank be groovy, What just happened?
- shine, providing / Time for action – give your hover tank a shine, What just happened?
- glow, providing / Time for action – make your hover tank glow, What just happened?
- hybrid physics
- about / Getting your physics in sync
I
- icons
- loading, into GUI / Time for action – loading icons into the GUI, What just happened?
- illuminated opaque textures
- illuminated sphere
- creating, with blue material / Time for action – no frills, just color, What just happened?
- ImageBasedHeightMap constructor / What just happened?
- initialize() method / What just happened?, Coordinating global game mechanics
- input handling / Time for action – configuring display settings
- installation
- installation, Blender-to-Ogre3D plugin / Time for action – installing the Blender-to-Ogre3D plugin
- interactive status icons
- displaying / Time for action – display interactive status icons
J
- .j3o's
- .j3o file / Time for action – climbing a hill
- .j3o format
- about / Welcome to Earth
- Java archive (JAR) / Release checklist
- JME3 Tests demo / What just happened?
- JME3 Tests project / Time for action – running a demo
- JmeContext.Type.Canvas / What just happened?
- JmeContext.Type.Display / What just happened?
- JmeContext.Type.Headless / What just happened?
- JmeContext.Type.OffscreenSurface / What just happened?
- jMonkeyEngine
- setting up, in Eclipse / Setting up jMonkeyEngine in Eclipse
- jMonkeyEngine SDK
- installation requisites / Installation requirements for game developers
- URL, for downloading JDK / Installation requirements for game developers
- installing, steps for / Time for action – installing the jMonkeyEngine SDK
- Java game projects, creating with / jMonkeyEngine SDK at your service
- binary bundle, URL for downloading / Can I work in other Java IDEs?
- demos, running / Time for action – running a demo
- external file types / Assets and the art pipeline
- game, uses / Can I sell my jMonkeyEngine game?
- final release, building / Time for action – build the final release
- jMonkeyEngine setup
- software, downloading / Downloading the software
- game project, creating / Creating a new game project
- dependencies, setting up / Setting up dependencies
- assets folder, setting up / Setting up the assets folder
- simple application, writing / Writing a simple application
- jMonkey networking
- joints / What just happened?
- joyInput / Extending SimpleApplication
- jump() method / What just happened?, What just happened?
K
- keyframes
- about / What just happened?
- keyInput / Extending SimpleApplication
- key input triggers
- about / Key input triggers
- mouse / Mouse
- keyboard / Keyboard
- joystick / Joystick
- kinematic object
L
- LAN (local area network)
- about / Choosing a server type
- LAN server
- about / Choosing a server type
- left arrow key (rotate left) / Time for action – move it!
- level of detail (LOD) / What just happened?, What just happened?
- optimizing / Time for action – go fast and vast, What just happened?
- Lighting.j3md
- lights
- about / Time for action – lights on!, What just happened?
- ambient light / What just happened?
- point light / What just happened?
- directional light / What just happened?
- spot light / What just happened?
- light scattering / Catch the sun, Time for action – let the sun shine in, What just happened?
- light scattering filter
- load() method / What just happened?, Time for action – loading a model (just testing), What just happened?
- loadTexture() method / What just happened?
- LoopMode.Cycle / What just happened?
- LoopMode.DontLoop / What just happened?
- LoopMode.Loop / What just happened?
M
- main() method / Time for action – starting the application, What just happened?, Have a go hero – tower defense
- makeBrick() method / What just happened?
- makeCubes() method / Time for action – get these cubes under control
- mappings / What just happened?
- materail
- creating, alphamap used / Time for action – splat goes the texture
- material
- about / What is a material?
- creating, seamless tiled texture used / Time for action – scaling and tiling textures, What just happened?
- material file
- material settings, storing in / Time for action – deep-freeze your materials, What just happened?
- material settings
- storing, in material file / Time for action – deep-freeze your materials, What just happened?
- Maya
- mesh
- creating / Making a Mesh
- sculpting / Time for action – sculpting the mesh, What just happened?
- coloring / Time for action – coloring the mesh
- methods, BetterCharacterControl
- setWalkDirection(new Vec-tor3f(0f,0f,0.1f)) / What just happened?
- setViewDirection(new Vec-tor3f(1f,0f,0f)) / What just happened?
- jump() / What just happened?
- setDuckedFactor(.5f) / What just happened?
- setDucked(true) / What just happened?
- methods, PhysicsCollisionEvent
- getNodeB() / What just happened?
- getNodeA() / What just happened?
- getAppliedImpulse() / What just happened?
- getCombinedFriction() / What just happened?
- getCombinedRestitution() / What just happened?
- methods, RigidBodyControl
- setAngularVelocity(v) / What just happened?
- setLinearVelocity(v) / What just happened?
- applyCentralForce(v) / What just happened?
- applyForce(v,p) / What just happened?
- applyTorque(v) / What just happened?
- applyTorqueImpulse(v) / What just happened?
- applyImpulse(v,p) / What just happened?
- clearForces() / What just happened?
- setFriction(1f) / What just happened?
- setMass(1f) / What just happened?
- setRestitution(0.0f) / What just happened?
- setPhysicsLocation() / What just happened?
- setPhysicsRotation() / What just happened?
- setGravity(new Vec-tor3f(0f,-10f,0f)) / What just happened?
- setCcdMotionThreshold(.1f) / What just happened?
- MilkShape3D
- MIPmaps
- about / Different types of textures
- model
- loading, for testing / Time for action – loading a model (just testing), What just happened?
- loading, for real / Time for action – loading a model (for real)
- animating / Animating a model
- rigging / Time for action – rig, skin, and animate
- skinning / Time for action – rig, skin, and animate
- models
- troubleshooting / What just happened?
- MonkeyZone / Welcome to MonkeyZone
- mouseInput / Extending SimpleApplication
- mouse look / What just happened?
- move mouse backward (rotate down) / Time for action – move it!
- move mouse forward (rotate up) / Time for action – move it!
- move mouse left (rotate left) / Time for action – move it!
- move mouse right (rotate right) / Time for action – move it!
- mult() method / What just happened?
- multimapping
- about / Multimapping
- mymodel.blend file
- mySky.j3o object / Time for action – nothing but blue sky
N
- name
- customizing, for game / Time for action – the name of the game
- new Spatial() method / What just happened?
- node
- versus geometry / Time for action – node versus geometry
- and geometry / What just happened?
- non-player characters (NPCs) / The digital Dungeon Master
- normal maps
- about / What just happened?
O
- .ogg file containers
- objects
- interacting / Time for action – an elevator platform, What just happened?
- Ogg Vorbis
- Ogre3D DotScene
- Ogre3D Mesh
- Ogre DotScene
- Ogre Mesh conversion
- Ogre XML
- onAnimChange() method / Time for action – responding to animation events
- onAnimCycleDone() interface / What just happened?
- OpenGL Shading Language (GLSL) / Material definitions and shaders
- Open Graphics Library (OpenGL) / Orient yourself in 3D space
- options, SimpleApplication
- pause / Time for action – time for a pause, What just happened?
- FPS / Time for action – hide statistics and FPS
- statistics, hiding / Time for action – hide statistics and FPS, What just happened?
- OptionsScreensAppState method / The beauty of AppStates and controls
- origin / Orient yourself in 3D space
P
- parallax map
- about / What just happened?
- Parallel Split Shadow Mapping (PSSM)
- about / What just happened?
- particle effects
- about / Particle effects
- dust, stirring up / Time for action – stir up some dust, What just happened?
- sparks, creating / Time for action – sparks, What just happened?
- sparks, dashing in random directions / Time for action – sparks, What just happened?
- burst effects, applying / Time for action – fit to burst?, What just happened?
- fire effects, applying / Time for action – fire!, What just happened?
- design effects, in SDK / Time for action – design effects in the SDK, What just happened?
- spatial, finding in scene graph / Time for action – finding stuff in the scene graph, What just happened?
- ParticleEmitter object / Particle effects
- PCM audio
- Perlin noise
- about / Different types of textures
- Phong illumination
- about / Material definitions and shaders
- PhysicsCollisionEvent
- methods / What just happened?
- physics controls
- RigidBodyControl / What just happened?
- BetterCharacterControl / What just happened?
- GhostControl / What just happened?
- physics property
- behavior, controlling / Time for action – predict the explosion
- physics simulation
- about / My whole world is falling apart
- picking / Click me if you can
- play() method / Basic sound APIs
- play button / The beauty of AppStates and controls
- player
- landscapes, exploring / Time for action – take a swim, What just happened?
- players
- delighting, with challenging choices / Hey, this game is fun!
- super-powers, enabling in game / Superpowers – Go!
- playInstance() method / Basic sound APIs
- point light
- about / What just happened?
- polished game concept
- creating / Polishing off the last pages
- positional audio node
- creating / Time for action – positional audio
- pre-release checklist, SimpleApplication / Pre-release checklist
- Prey / What just happened?
- procedural textures
- about / Different types of textures
- Projects window / Time for action – installing the jMonkeyEngine SDK, What just happened?
Q
- Q key (move up) / Time for action – move it!
- Quaternion object / Time for action – rotate it again, Sam
R
- ray casting / What just happened?
- registerLocator() method / Time for action – fortify the town
- release checklist, SimpleApplication / Release checklist
- renderManager.getRenderer() / Extending SimpleApplication
- resolution / Time for action – configuring display settings
- rigging
- about / What just happened?
- right-handed coordinate system / Orient yourself in 3D space
- right arrow key (rotate right) / Time for action – move it!
- rigid bodies
- about / Fun with rigid bodies
- RigidBodyControl / What just happened?
- methods / What just happened?, What just happened?
- role-playing game (RPG) / The digital Dungeon Master
- rootNode / Populating the scene
- rootNode object / Populating the scene, Extending SimpleApplication
- rotate() method / What just happened?, Time for action – rotate it again, Sam
S
- save button / The beauty of AppStates and controls
- saving settings / Time for action – configuring display settings
- scene
- initializing, steps for / Time for action – initializing a scene step by step, What just happened?
- initializing / What just happened?
- navigating / Time for action – navigating the scene
- populating / Populating the scene
- creating / Make a big scene
- glow, applying to / Time for action – this city needs more glow, What just happened?
- hill, climbing / Time for action – climbing a hill, What just happened?
- terrain spatial, adding to / Time for action – climbing a hill, What just happened?
- fog, adding / Time for action – fog of war, What just happened?
- scene-wide effects
- about / Scene-wide effects
- drop shadows, activating / Time for action – welcome to Dark Town, What just happened?
- scene, with high-quality drop shadows / Time for action – welcome to Dark City, What just happened?
- ambient occlusion, activating / Time for action – this city needs more gloom, What just happened?
- cool blur effect, activating / Time for action – stay focused, What just happened?
- glow, applying / Time for action – this city needs more glow, What just happened?
- toons and artistic effects / Time for action — toons and artistic effects
- SceneComposer window / Time for action – climbing a hill
- scene graph / Populating the scene
- SceneProcessor
- about / Scene-wide effects
- used, for activating drop shadows / Time for action – welcome to Dark Town, What just happened?
- scenery generators
- about / Not even the sky is the limit
- Screen-Space Ambient Occlusion (SSAO)
- about / What just happened?
- scroll mouse wheel backward (zoom in) / Time for action – move it!
- scroll mouse wheel forward (zoom out) / Time for action – move it!
- seamless tiled texture
- used, for creating material / Time for action – scaling and tiling textures, What just happened?
- Seamless Tiled textures
- about / Different types of textures
- semitransparent texture
- setAngularVelocity(v) method / What just happened?
- setBloomIntensity() method / What just happened?
- setBlurScale() method / What just happened?
- setCcdMotionThreshold(.1f) method / What just happened?
- setColor() method / What just happened?
- setDownSamplingFactor() method / What just happened?
- setDucked(true) method / What just happened?
- setDuckedFactor(.5f) method / What just happened?
- setExposureCutOff() method / What just happened?
- setExposurePower() method / What just happened?
- setFriction(1f) method / What just happened?
- setGravity(new Vec-tor3f(0f,-10f,0f)) method / What just happened?
- setLinearVelocity(v) method / What just happened?
- setLocalTranslation() method / What just happened?, Time for action – first-person navigation
- setMass(1f) method / What just happened?
- setPhysicsLocation() method / What just happened?
- setPhysicsRotation() method / What just happened?
- setRestitution(0.0f) method / What just happened?
- setTexture() method
- about / What just happened?
- settings.useInput() method / Navigating the scene with a mouse and a keyboard
- setViewDirection(new Vec-tor3f(1f,0f,0f)) method / What just happened?
- setWalkDirection() method / What just happened?
- setWalkDirection(new Vec-tor3f(0f,0f,0.1f)) method / What just happened?
- shaders
- about / Material definitions and shaders
- vertex shaders / Material definitions and shaders
- fragment shaders / Material definitions and shaders
- examples / Material definitions and shaders
- shadow modes
- Receive / What just happened?
- Cast / What just happened?
- CastAndReceive / What just happened?
- Off / What just happened?
- shape
- about / From mesh to geometry
- shininess
- about / Time for action – oooh, shiny!, What just happened?
- examples / What just happened?
- shootCannonBall() method / Time for action – flying cannon balls, What just happened?
- SimpleApplication
- about / Customizing display settings
- options / SimpleApplication options
- pre-release checklist / Pre-release checklist
- release checklist / Release checklist
- SimpleApplication class / Time for action – move it!
- simpleInitApp() method / What just happened?, Time for action – position it!, Time for action – scale it!, Extending SimpleApplication, Have a go hero – tower defense, The beauty of AppStates and controls, Time for action – meshing around with cubes, Time for action – fortify the town
- simpleRender() method / Extending SimpleApplication
- simpleUpdate() method / Extending SimpleApplication, The beauty of AppStates and controls
- skeletal animation
- about / Animating a model
- S key (move backward) / Time for action – move it!
- skinning
- about / What just happened?
- SkyBox
- about / Time for action – nothing but blue sky
- creating / Time for action – nothing but blue sky
- implementing / Time for action – nothing but blue sky, What just happened?
- creating, in Java code / Time for action – sky factory, What just happened?
- sound
- obstructing / Time for action – I spy with my little ear, What just happened?
- sound environments
- about / Sound environments
- sparks
- dashing, in random directions / Time for action – sparks, What just happened?
- sparks effect
- creating / Time for action – sparks, What just happened?
- spatial
- finding, in scene graph / Time for action – finding stuff in the scene graph, What just happened?
- spatial.getControl() method / What just happened?
- spatials / Populating the scene
- about / How to steer spatials, From mesh to geometry
- cubes, chasing / Time for action – you are the CubeChaser, What just happened?, What just happened?
- jMonkeyEngine class / Time for action – get these cubes under control
- cubes, controlling / Time for action – get these cubes under control, What just happened?
- application state (AppState) / Time for action – get into the right AppState of mind, What just happened?
- shared cubes, identifying / Time for action – call me maybe?
- specular color
- about / What just happened?
- spheres
- meshing around / Time for action – meshing around with spheres, What just happened?
- spherical linear interpolation (slerp) / What just happened?
- splash screen
- creating, for game / Time for action – make a big splash (screen)
- splash scrren
- creating, for game / Time for action – make a big splash (screen)
- splat textures / What just happened?
- spot
- finding / Time for action – finding the spot
- spot light
- about / What just happened?
- start() method / Time for action – starting the application
- static object
- StatsView window / What just happened?
T
- terraforming buttons / Time for action – climbing a hill
- terrain
- heightmap, creating for / Time for action – splat goes the texture
- Terrain Editor
- about / Welcome to Earth
- terrain mesh
- generating, Terrain wizard used / Time for action – climbing a hill
- heightmap, creating from / Time for action – splat goes the texture, What just happened?
- TerrainQuad constructor / What just happened?
- terrain spatial
- adding, to scene / Time for action – climbing a hill, What just happened?
- Terrain wizard
- used, for generating terrain mesh / Time for action – climbing a hill
- TestWalkingChar demo / Time for action – running a demo
- textures
- UV Mapped textures / Different types of textures
- MIPmaps / Different types of textures
- Seamless Tiled textures / Different types of textures
- procedural textures / Different types of textures
- tiling / Time for action – scaling and tiling textures, What just happened?
- scaling / Time for action – scaling and tiling textures, What just happened?
- texture splatting
- about / Different types of textures
- time per frame (tpf) / Time for action – get these cubes under control
- toons and artistic effects / Time for action — toons and artistic effects, What just happened?
- tower defence game
- furnishing / Have a go hero – furnishing the tower defense game
- town
- fortifying / Time for action – fortify the town, What just happened?
- translation / What just happened?
- transparent textures
- tree
- planting / Time for action – plant a tree, What just happened?
- Trimble SketchUp
U
- underwater effects
- unit vector / What just happened?
- unshaded materials
- about / Time for action – unshaded materials
- functionality / Time for action – unshaded materials, What just happened?
- up arrow key (rotate up) / Time for action – move it!
- user interface
- loading / Loading a simple user interface
- text, displaying / Time for action – displaying text, What just happened?
- AngleCode fonts, loading / Time for action – loading AngelCode fonts, What just happened?
- UV-mapped texture
- about / What just happened?
- UV Mapped textures
- about / Different types of textures
- UV Mapping
- about / What just happened?
- UV mapping
- UV textures
V
- vast terrains
- vertex
- about / What just happened?
- vertex shaders / Material definitions and shaders
- vertices
- about / What just happened?
- viewPort / Extending SimpleApplication
- volume fall-off / A closer look at volume fall-off
- volumetric lighting / Catch the sun
W
- .wav file containers
- wall
- building, of brick geometries / Time for action – falling bricks, What just happened?
- water
- about / Still waters run deep
- reflecting, around scene / Time for action – simple water, What just happened?
- water effect / Time for action – simple water
- Wavefront
- window title / Time for action – configuring display settings
- W key (move forward) / Time for action – move it!
Z
- Z key (move down) / Time for action – move it!