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 – splat goes the texture


You see how easy it is to create and texture a terrain in the SDK—but you can of course achieve the same with hand-drawn textures and hand-written Java code.

First, we create a heightmap for our terrain by performing the following steps:

  1. Create a grayscale PNG image in a graphic editor of your choice. The size must be a square power of two; for example, 512 px x 512 px.

  2. Use a spray or brush tool to outline the terrain's elevation in grayscales, where white represents high and black low.

  3. Save the heightmap as assets/Textures/Terrain/heightmap.png.

Next, we draw the alphamap that specifies where the grass, rock, and road textures go.

  1. Create an empty 32-bit RGBA color image. The size must be a square power of two; for example, 512 px x 512 px.

  2. Open assets/Textures/Terrain/heightmap.png, copy its content, and paste it into your empty RGB image. We want to use the heightmap as a template for the alphamap.

  3. Choose a wide brush and paint over the heightmap as shown...