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

Different types of textures


jMonkeyEngine supports various kinds of textures:

  • UV Mapped textures are professionally created textures that look like sewing patterns. Take your time to learn how to create them in your model editor; you will most likely use them in your games.

  • MIPmaps (MIP stands for "multum in parvo," meaning "many in one") provide several different levels of detail (LODs) for one texture in one file. Depending on how close (or far) the camera is, the engine automatically renders a more (or less) detailed texture for the object; this improves performance. jMonkeyEngine generates MIPmaps internally for all textures when a texture is sent to the GPU. This optimization happens "behind the scenes"—you don't have to do anything.

  • Seamless Tiled textures are very simple and are commonly used for simple objects such as walls and floors. When texturing a wide area such as a wall, you don't load one huge picture of a wall. It's more efficient to repeat one small picture of some bricks...