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 – checking vital stats


The com.jme3.app.StatsView UI element provides various counts, which it gathers using com.jme3.renderer.Statistics:

  1. Run the BasicGame template once more.

  2. Look at the statistics on the bottom left-hand side; they display the object counts for the various elements.

  3. Have a look at the bottom number in the HUD. It displays the frames per second (FPS).

To interpret the numbers correctly, consider that the 14 lines of text themselves already count as 14 objects with 914 vertices.

What just happened?

The StatsView window displays internal info about Textures, FrameBuffers (rendering surfaces), and Shaders (effects). The three values tell you how many are in memory (M), how many were used in the last frame (F), and how many were switched during the last frame (S).

During the development phase, keep an eye on these statistics because they can warn you about performance issues:

  • If Textures (S) is significantly higher than Textures (F), you know you are using textures...