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jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
Autore Kusterer Ruth
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica vi, 334 p. : ill. (some col.)
Soggetto topico Computer games - Programming
Computer games - Design
Java (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-84951-647-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910462653503321
Kusterer Ruth  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
jMonkeyEngine 3.0 beginner's guide [[electronic resource] ] : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
Autore Kusterer Ruth
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica vi, 334 p. : ill. (some col.)
Soggetto topico Video games - Programming
Video games - Design
Java (Computer program language)
ISBN 1-84951-647-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910786938303321
Kusterer Ruth  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
jMonkeyEngine 3.0 beginner's guide : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
jMonkeyEngine 3.0 beginner's guide : develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language / / Ruth Kusterer
Autore Kusterer Ruth
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2013
Descrizione fisica vi, 334 p. : ill. (some col.)
Disciplina 794.815133
Soggetto topico Video games - Programming
Video games - Design
Java (Computer program language)
ISBN 1-84951-647-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- jMonkeyEngine 3.0 Beginner's Guide -- Table of Contents -- jMonkeyEngine 3.0 Beginner's Guide -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- Get a head start -- Who this book is for -- Getting things done -- The building blocks of game development -- Listening to the heartbeat of your game -- Putting the pieces together -- Sources of information -- Conventions -- Time for action - heading -- What just happened? -- Pop quiz - heading -- Have a go hero - heading -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Installing jMonkeyEngine -- Installation requirements for game developers -- Time for action - installing the jMonkeyEngine SDK -- jMonkeyEngine SDK at your service -- Can I work in other Java IDEs? -- Time for action - running a demo -- What just happened? -- Time for action - creating a project -- What just happened? -- Assets and the art pipeline -- Time for action - distributing a game -- What just happened? -- Can I sell my jMonkeyEngine game? -- Summary -- 2. Creating Your First 3D Scene -- A basic template to initialize scenes -- Time for action - initializing a scene step by step -- What just happened? -- Starting and stopping the application -- Time for action - starting the application -- What just happened? -- Orient yourself in 3D space -- Time for action - finding the spot -- What just happened? -- Pop quiz - which way, vector? -- And how do I say that in Java? -- Time for action - position it! -- What just happened? -- Time for action - scale it! -- What just happened? -- Time for action - rotate it! -- What just happened?.
Time for action - rotate it again, Sam -- What just happened? -- Where am I? -- Time for action - navigating the scene -- Pop quiz ‑ spinning around -- Populating the scene -- Time for action - node versus geometry -- What just happened? -- Pop quiz - the truth about spatials -- Extending SimpleApplication -- Make a big scene -- Time for action - configuring display settings -- What just happened? -- Keeping an eye on your FPS -- Time for action - checking vital stats -- What just happened? -- Navigating the scene with a mouse and a keyboard -- Time for action - move it! -- What just happened? -- Have a go hero - tower defense -- Summary -- 3. Interacting with the User -- The digital Dungeon Master -- Time for action - from input to output in slow motion -- What just happened? -- Time for action - pushing the right buttons -- What just happened? -- Time for action - trigger meets mapping -- What just happened? -- Time for action - mapping meets listeners -- What just happened? -- Time for action - listeners meet actions -- What just happened? -- Click me if you can -- Time for action - pick a brick (using crosshairs) -- What just happened? -- Time for action - pick a brick (crosshairs with ray casting) -- What just happened? -- Time for action - pick a brick (using the mouse pointer) -- What just happened? -- Time for action - pick a brick (pointer with ray casting) -- What just happened? -- Pop quiz - input handling -- How to steer spatials -- Time for action - you are the CubeChaser -- What just happened? -- Time for action - chase all the cubes! -- What just happened? -- Time for action - get these cubes under control -- What just happened? -- Time for action - get into the right AppState of mind -- What just happened? -- Time for action - call me maybe? -- What just happened? -- Coordinating global game mechanics.
The beauty of AppStates and controls -- Pop quiz - how to control game mechanics -- Have a go hero - shoot down the creeps! -- Summary -- 4. Adding Character to Your Game -- Making a Mesh -- Time for action - meshing around with cubes -- What just happened? -- Time for action - meshing around with spheres -- What just happened? -- From mesh to geometry -- Beg, steal, or borrow -- The right wrench to pound in the screw -- Time for action - installing the Blender-to-Ogre3D plugin -- What just happened? -- Time for action - sculpting the mesh -- What just happened? -- Time for action - coloring the mesh -- What just happened? -- Time for action - a model for to go, please -- What just happened? -- Time for action - loading a model (just testing) -- What just happened? -- Time for action - loading a model (for real) -- What just happened? -- Managing assets - best practices -- Time for action - sorting your stuff out -- What just happened? -- Time for action - saving and loading .j3o files -- What just happened? -- Pop quiz -- Animating a model -- Time for action - rig, skin, and animate -- What just happened? -- Time for action - loading an animated model -- What just happened? -- Time for action - playing an animated model -- What just happened? -- Time for action - responding to animation events -- What just happened? -- Pop quiz -- Loading a simple user interface -- Time for action - displaying text -- What just happened? -- Time for action - loading AngelCode fonts -- What just happened? -- Time for action - loading icons into the GUI -- What just happened? -- Time for action - display interactive status icons -- What just happened? -- Time for action - 3D objects in the 2D GUI? -- What just happened? -- The art pipeline -- Have a go hero - furnishing the tower defense game -- Summary -- 5. Creating Materials -- What is a material?.
Time for action - unshaded materials -- What just happened? -- Material definitions and shaders -- Good-bye unshaded, hello lighting! -- Time for action - no frills, just color -- What just happened? -- Time for action - oooh, shiny! -- What just happened? -- Time for action - illuminated opaque textures -- What just happened? -- Time for action - semitransparent texture -- What just happened? -- Time for action - transparent textures -- What just happened? -- Pop quiz - transparent versus opaque -- Multimapping -- Time for action - meet the hover tank -- What just happened? -- Time for action - let the hover tank be groovy -- What just happened? -- Time for action - give your hover tank a shine -- What just happened? -- Time for action - make your hover tank glow -- What just happened? -- Time for action - deep-freeze your materials -- What just happened? -- Pop quiz - multimapping -- Different types of textures -- Time for action - scaling and tiling textures -- What just happened? -- Time for action - lights on! -- What just happened? -- Have a go hero -- Summary -- 6. Having Fun with Physics -- Solid floors and walls -- Time for action - fortify the town -- What just happened? -- Time for action - first-person navigation -- What just happened? -- Fun with rigid bodies -- Time for action - falling bricks -- What just happened? -- Time for action - flying cannon balls -- What just happened? -- Time for action - predict the explosion -- What just happened? -- Dynamic, static, and kinematic -- Time for action - an elevator platform -- What just happened? -- Time for action - react to collisions -- What just happened? -- Time for action - timing forces correctly -- What just happened? -- My whole world is falling apart -- LEET skillz - learn from the pros -- Pop quiz -- Have a go hero - rubber balls versus stacked crates -- Summary.
7. Adding Spark to Your Game -- Particle effects -- Time for action - stir up some dust -- What just happened? -- Time for action - sparks -- What just happened? -- Time for action - fit to burst? -- What just happened? -- Starting and stopping effects -- Time for action - fire! -- What just happened? -- Time for action - design effects in the SDK -- What just happened? -- Time for action - finding stuff in the scene graph -- What just happened? -- Custom effect textures -- Have a go hero - explosion! -- Scene-wide effects -- Time for action - welcome to Dark Town -- What just happened? -- Time for action - welcome to Dark City -- What just happened? -- Time for action - this city needs more gloom -- What just happened? -- Time for action - stay focused -- What just happened? -- Time for action - this city needs more glow -- What just happened? -- Time for action - toons and artistic effects -- What just happened? -- Have a go hero -- Summary -- 8. Creating Landscapes -- Welcome to Earth -- Time for action - climbing a hill -- What just happened? -- Time for action - let there be grass -- What just happened? -- Time for action - splat goes the texture -- What just happened? -- But wait, there's more -- Time for action - up hill and down dale -- What just happened? -- Time for action - go fast and vast -- What just happened? -- Time for action - plant a tree -- What just happened? -- Not even the sky is the limit -- Time for action - nothing but blue sky -- What just happened? -- Time for action - sky factory -- What just happened? -- Time for action - fog of war -- What just happened? -- Catch the sun -- Time for action - let the sun shine in -- What just happened? -- Still waters run deep -- Time for action - simple water -- What just happened? -- Time for action - take a swim -- What just happened? -- Pop quiz -- Have a go hero -- Summary.
9. Making Yourself Heard.
Record Nr. UNINA-9910806237803321
Kusterer Ruth  
Birmingham, : Packt Pub., 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui