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 – take a swim


Beautifully designed 3D landscapes invite the player to explore and interact. You couldn't hold it against a player if he or she tried to take a closer look at your water. Maybe a body of water is an important element in your game. Maybe some parts of the game story are even set underwater. For these cases, we need to pull out all the stops and show off what the engine is capable of, by using the com.jme3.water.WaterFilter class.

  1. Make a copy of WaterSimple.java and name the class WaterTerrainSky.java. Remember to also refactor the first line of the main() method to the following:

    WaterTerrainSky app = new WaterTerrainSky();
  2. Keep the class field for the node that groups the reflected scene.

      private Node reflectedScene; 
  3. Keep the class field for the light direction.

      private Vector3f lightDir = new Vector3f
      (-2.9f, -1.2f, -5.8f);
  4. Keep the DirectionalLight in simpleInitApp().

  5. Keep the reflectedScene node and attach it to the rootNode.

        reflectedScene = new Node...