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Ruth Kusterer - jMonkeyEngine 3.0 Beginners Guide

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Ruth Kusterer jMonkeyEngine 3.0 Beginners Guide
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Develop professional 3D games for desktop, web, and mobile, all in the familiar Java programming language

  • Create 3D games that run on Android devices, Windows, Mac OS, Linux desktop PCs and in web browsers for commercial, hobbyists, or educational purposes.
  • Follow end-to-end examples that teach essential concepts and processes of game development, from the basic layout of a scene to interactive game characters.
  • Make your artwork come alive and publish your game to multiple platforms, all from one unified development environment.

In Detail

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 jMonkeyEngines 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 Beginners 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.

What you will learn from this book

  • Create your own worlds and populate them with mobile characters, cities, physical objects, natural landscapes or beautiful under-water scenes.
  • Add cool sounds and awesome visual effects to draw the player into your interactive world.
  • Design textured materials and use light and shadow to bring out your games unique atmosphere.
  • Make players shoot, select items, walk or look round by registering and handling user input.
  • Keep track of the game state and determine how each character makes decisions and responds to attacks.
  • Make the most of the integrated physics engine and create fast-paced car races, bowling, sports, pool and billiards games.
  • Understand client-server messaging and create multi-player online games that communicate over a network.
  • Approach

    With plenty of practical examples, screenshots and example code, create a complete game step by step. Learn by doing. Less theory, more results!

    Who this book is written for

    If you have an inventive mind, are experienced in Java, enjoy looking through the smoke and mirrors of VFX and the world of game mechanics then this book is for you.

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jMonkeyEngine 3.0 Beginner's Guide

jMonkeyEngine 3.0 Beginner's Guide

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2013

Production Reference: 1180613

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84951-646-4

www.packtpub.com

Cover Image by Girish Suryawanshi (<>)

Credits

Author

Ruth Kusterer

Reviewers

Peter Backx

T. Joseph Duchesne

Jens Hohmuth

Dany Rioux

Glauco Mrdano

Acquisition Editor

Antony Lowe

Lead Technical Editor

Mayur Hule

Technical Editors

Prasad Dalvi

Pushpak Poddar

Kirti Pujari

Project Coordinator

Michelle Quadros

Proofreaders

Aaron Nash

Jonathan Todd

Indexer

Tejal Soni

Production Coordinator

Nitesh Thakur

Cover Work

Nitesh Thakur

About the Author

Ruth Kusterer became intrigued by Java and open source software while completing her degree in computational linguistics. In 2005, she joined Sun Microsystems, Inc. as a technical writer for netbeans.org where she wrote 100 NetBeans IDE Tips & Tricks . Since 2010, she has been working for CA Technologies, Inc. where she's a senior technical writer for security software. In her spare time, she hangs out on jMonkeyEngine.org and strives eternally to write the ultimate Java game.

I would like to thank the jMonkeyEngine core team for answering a BigInteger of newbie questions and helping out with non-trivial code samples. I would also like to thank all the jMonkeys posting inspiring videos of completed games, and a big shout-out to the NetBeans community whose NetBeans platform is the base of the jMonkeyEngine SDK.

About the Reviewers

Peter Backx is a software developer and architect. He has used Java for more than a decade to shape unique user experiences and build rock-solid scalable software. He received a PhD in Computer Sciences from Ghent University, Belgium. Peter maintains a technical blog at http://www.streamhead.com.

T. Joseph Duchesne holds a Computer Engineering degree from Dalhousie University and works in software-as-a-service web applications, primarily in backend infrastructure using a wide variety of technologies. In his free time, he enjoys video game development and has competed in open source/independent game development competitions.

Joseph is currently Sr. Infrastructure and Software Engineer at SimplyCast (www.simplycast.com), an online software-as-a-service marketing platform.

Jens Hohmuth graduated in Computer Science in 1998 from the University of Applied Sciences of Zwickau, Germany. Jens has been working for more than 10 years as a professional Software Developer. At his day job at a German company, he works for banks and financial services providers applying e-banking solutions on a wide range of different platforms. Jens has expertise in analysis, design, implementation, and support of software projects from small to large scale. He is an gile software development follower and a natural born problem solver.

Jens has outstanding training and presentation skills, and created a popular Intel Protected Mode and MMX Tutorial series as his internship back in college. This tutorial is still one of the top references for Intel Protected Mode today.

At night time, he is a wannabe game developer and the founder of the open source Java GUI Framework "Nifty GUI". Besides "Nifty GUI" he has contributed to many other open source projects. When he's not coding he enjoys creating 2D and 3D art as well as playing his guitar and piano. In the summertime, you can find him outside on his mountain bike (probably with his Macbook Air in the backpack).

I'd like to thank all the jMonkeyEngine core members for being extremely friendly and a great joy to work with. And of course all the "Nifty GUI" users (and critics) in the world for their continuing support.

Dany Rioux received his programmer/analyst diploma more than 15 years ago at the Herzing College in Montreal, Canada.

Although he left the programming side of things for numerous years to work in user support, he has come back to his first love and has been actively working on Disenthral, an RPG space game, based on the jMonkeyEngine3, for the past two years.

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Preface

"You, my brave hero, are about to embark on an adventure full of challenges and risks, but the reward at the end of your journey will be plentiful and will restore peace on earth. Are you ready?"

You have probably played many games before reading this book, and gladly accepted challenges such as this one! Now you will face a new adventure. You will create your own video game. There too will be challenges, but jMonkeyEngine gives you the tools to overcome them. This book introduces Java developers to 3D game development and shows how jMonkeyEngine can make a game developer's life easier.

Note that this book does not cover 3D model or sound design, nor the creative process of coming up with an original game conceptread the appendix for some related resources. By the end of this book, you will be ready to develop a 3D game, and have fun doing it!

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