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 – from input to output in slow motion


Each game world has certain properties: the level, the score, players and enemies, position and speed of objects and characters, inventories and skills, maybe a countdown timer, and so on. These properties together are the game state.

Each game world also offers some actions: the player can decide to walk, jump, drive, fight, use equipment, take or drop items, change game options, and so on. There are also events that happen without user input: traps are reset, power-ups respawn, automatic doors open or close, and so on. We call these incidents game actions. Game actions are triggered either by the player (in response to input), or by NPCs and objects, as part of the main loop.

Let's zoom in on one day in the life of the average event-driven video game:

  1. The player's input triggers a game action. For example, the user clicks to attack an enemy, the user presses the W, A, S, and D keys to walk, and so on.

  2. The game action updates the game...