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

Particle effects


Meshes can be sculpted, animated, and made translucent—but when a game scene requires smoke, sparks, or flames, then meshes just don't make the cut. When you want to simulate a fuzzy shape in real time, particles are the weapon of choice. A particle system has two secret ingredients: sprites and an emitter. In the following screenshot, you see a particle system that uses a 9-frame sprite animation (left) to simulate spinning flying pieces of debris (right):

The heart of a particle system is the ParticleEmitter object (from the com.jme3.effect package). The emitter object determines the start location of the effect and stores the texture and animation properties. To add the effect to the scene, you attach a particle emitter to a node under the root node like any other scene object. We'll look at some code samples.