LEADER 05013nam 2200661 450 001 9910465445703321 005 20200520144314.0 010 $a1-78328-648-2 035 $a(CKB)3710000000220779 035 $a(EBL)1674856 035 $a(SSID)ssj0001375703 035 $a(PQKBManifestationID)11994624 035 $a(PQKBTitleCode)TC0001375703 035 $a(PQKBWorkID)11337169 035 $a(PQKB)10439599 035 $a(MiAaPQ)EBC1674856 035 $a(PPN)228048893 035 $a(Au-PeEL)EBL1674856 035 $a(CaPaEBR)ebr10907882 035 $a(CaONFJC)MIL639295 035 $a(OCoLC)889970390 035 $a(EXLCZ)993710000000220779 100 $a20140820h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$ajMonkeyEngine 3.0 cookbook $eover 80 practical recipes to expand and enrich your jMonkeyEngine skill set with a close focus on game development /$fRickard Ede?n 210 1$aBirmingham, England :$c[Packt] Publishing,$d2014. 210 4$dİ2014 215 $a1 online resource (298 p.) 300 $aIncludes index. 311 $a1-322-08044-5 311 $a1-78328-647-4 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: SDK Game Development Hub; Introduction; Setting up a project; Importing a model; Using Scene Composer; Modifying heightmaps with Terrain Editor; Adding a sky box and lighting; Adding water using a filter; Adding some ambient audio; Creating bitmap fonts with Font Creator; Retrieving an attachment node; Using ParticleEmitter - Soaring Birds; An advanced ParticleEmitter class; Chapter 2: Cameras and Game Controls; Introduction; Creating a reusable character control 327 $aAttaching an input AppState objectFiring in FPS; Firing non-instant bullets; Creating an RTS camera AppState object; Selecting units in RTS; Making the camera follow units; Following a character with ChaseCamera; Adding a game controller or joystick input; Leaning around corners; Detecting cover automatically in a third-person game; Chapter 3: World Building; Introduction; Using noise to generate a terrain; Lighting your world and providing it with dynamic lights; Deforming a terrain in real time; Automating trees'' distribution; Endless worlds and infinite space 327 $aFlowing water with cellular automataThe essentials of a cube-based world; Chapter 4: Mastering Character Animations; Introduction; Previewing animations in SDK; Creating an animation manager control; Extending the animation control; Handling jump animations; Creating a custom animation - leaning; Creating a subanimation; Lip syncing and facial expressions; Eye movement; Location-dependent animation - edge check; Aligning feet with ground - inverse kinematics; Chapter 5: Artificial Intelligence; Introduction; Creating a reusable AI control class; Sensing - vision; Sensing - hearing 327 $aDecision making - Finite State MachineCreating the AI using cover; Generating NavMesh in SDK; Pathfinding - using NavMesh; Controlling groups of AI; Pathfinding - our own A* pathfinder; Chapter 6: GUI with Nifty GUI; Introduction; Initializing Nifty and managing an options menu; Loading the screen; Creating an RPG dialog screen; Implementing a game console; Handling a game message queue; Creating an inventory screen; Customizing the input and settings page; Using offscreen rendering for a minimap; Chapter 7: Networking with SpiderMonkey; Introduction; Setting up a server and client 327 $aHandling basic messagingMaking a networked game - Battleships; Implementing a network code for FPS; Loading a level; Interpolating between player positions; Firing over a network; Optimizing the bandwidth and avoiding cheating; Chapter 8: Physics with Bullet; Introduction; Creating a pushable door; Building a rocket engine; Ballistic projectiles and arrows; Handling multiple gravity sources; Self-balancing using RotationalLimitMotors; The principles of a bridge-building game; Networked physics; Chapter 9: Taking Our Game to the Next Level; Introduction 327 $aCreating a muzzle flash using ParticleEmitter 330 $aIf you are a jMonkey developer or a Java developer who is interested to delve further into the game making process to expand your skillset and create more technical games, then this book is perfect for you. 606 $aComputer games$xDesign 606 $aComputer games$xProgramming 606 $aJava (Computer program language) 608 $aElectronic books. 615 0$aComputer games$xDesign. 615 0$aComputer games$xProgramming. 615 0$aJava (Computer program language) 676 $a794.81536 700 $aEde?n$b Rickard$0978560 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910465445703321 996 $aJMonkeyEngine 3.0 cookbook$92230414 997 $aUNINA