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 (for real)


Loading the meshes straight from the Ogre Mesh or Wavefront file is something that you only do for testing purposes. When you load a model from a .mesh.xml or .obj file, jMonkeyEngine converts it internally into an optimized binary format called .j3o.

If you have made up your mind to use a certain model in your game, you convert it to .j3o, and only load the .j3o file:

  1. In the jMonkeyEngine SDK's Project window, browse to the assets/Textures/MyModel/ directory.

  2. Right-click on mymodel.mesh.xml and choose Convert to j3o Binary from the context menu. The SDK creates mymodel.j3o.

  3. Move mymodel.j3o into the BasicGame/assets/Models/MyModel/ directory.

  4. Open LoadModel.java again. Keep the light source in simpleInitApp().

  5. Replace the load() path in simpleInitApp() with the following code:

    Spatial mymodel = assetManager.loadModel(
        "Models/MyModel/mymodel.j3o"); 
    rootNode.attachChild(mymodel);
  6. Run the LoadModel sample. The j3o version of the model should load...