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 – loading a model (just testing)


The 3D model is ready for its journey into the 3D game world. Switch over to your BasicGame project in the jMonkeyEngine SDK again.

  1. Make a copy of Main.java and name the class LoadModel.java. Remember to also refactor the first line of the main() method to:

    LoadModel app = new LoadModel ();
  2. Replace the simpleInitApp() method with the following code snippet:

    public void simpleInitApp() {
      Spatial mymodel = assetManager.loadModel(
          "Textures/MyModel/mymodel.mesh.xml"); 
      rootNode.attachChild(mymodel);
      DirectionalLight sun = new DirectionalLight();
      sun.setDirection((new Vector3f(-0.5f, -0.5f, -0.5f)));
      sun.setColor(ColorRGBA.White);
      rootNode.addLight(sun); 
    }

Since the load() method returns both nodes and geometries, you load models as generic Spatials. Run the application and have a look at your loaded model.

The same loading method also works with the Wavefront .obj file. Replace the path, and try it yourself:

Spatial mymodel = assetManager...