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 – sorting your stuff out


When you start coding, you may want to load sample models to test a scene or interaction. Since your own artwork is most likely not ready yet, you typically use free models or mock-ups. Now it's time to decide on a directory structure for your assets:

  1. Create subdirectories under assets/Textures/. Keep original models, their textures, and materials together!

  2. Create parallel subdirectories for .j3o models under assets/Models/.

For example, in a racing game, you would prepare the following for your car models:

  • assets/Textures/Vehicles/Cars/ for ferrari.obj and porsche.obj—including material and textures

  • assets/Models/Vehicles/Cars/ for ferrari.j3o and porsche.j3o

Or in a shooter, you would prepare the following directories for your monster NPCs:

  • assets/Textures/NPCs/Monsters/ for gremlin.mesh.xml/ and orc.mesh.xml—including material and textures

  • assets/Models/NPCs/Monsters/ for gremlin.j3o and orc.j3o

Create some mock-ups, convert them, and try to load...