最新章節
- Index
- The CellUtil class
- The ImageGenerator class
- The AnimationEvent patch
- Jaime animation frames for phonemes
- Adding Bullet physics to the application
品牌:中圖公司
上架時間:2021-09-03 09:44:36
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Index 更新時間:2021-09-03 10:01:06
- The CellUtil class
- The ImageGenerator class
- The AnimationEvent patch
- Jaime animation frames for phonemes
- Adding Bullet physics to the application
- Enabling nightly builds
- Downloading the plugins
- Introduction
- Appendix A. Information Fragments
- Using a positional audio and environmental effects
- Cutscenes using cinematics
- Performing complex movements with MotionPaths
- Improving a scene with postprocessing filters
- Creating a dynamic skybox with a moving sun
- Controlling AI with triggers
- Adding an interaction trigger
- Creating a timer trigger
- Creating a trigger system
- Creating a muzzle flash using ParticleEmitter
- Introduction
- Chapter 9. Taking Our Game to the Next Level
- Networked physics
- The principles of a bridge-building game
- Self-balancing using RotationalLimitMotors
- Handling multiple gravity sources
- Ballistic projectiles and arrows
- Building a rocket engine
- Creating a pushable door
- Introduction
- Chapter 8. Physics with Bullet
- Optimizing the bandwidth and avoiding cheating
- Firing over a network
- Interpolating between player positions
- Loading a level
- Implementing a network code for FPS
- Making a networked game – Battleships
- Handling basic messaging
- Setting up a server and client
- Introduction
- Chapter 7. Networking with SpiderMonkey
- Using offscreen rendering for a minimap
- Customizing the input and settings page
- Creating an inventory screen
- Handling a game message queue
- Implementing a game console
- Creating an RPG dialog screen
- Loading the screen
- Initializing Nifty and managing an options menu
- Introduction
- Chapter 6. GUI with Nifty GUI
- Pathfinding – our own A* pathfinder
- Controlling groups of AI
- Pathfinding – using NavMesh
- Generating NavMesh in SDK
- Creating the AI using cover
- Decision making – Finite State Machine
- Sensing – hearing
- Sensing – vision
- Creating a reusable AI control class
- Introduction
- Chapter 5. Artificial Intelligence
- Aligning feet with ground – inverse kinematics
- Location-dependent animation – edge check
- Eye movement
- Lip syncing and facial expressions
- Creating a subanimation
- Creating a custom animation - leaning
- Handling jump animations
- Extending the animation control
- Creating an animation manager control
- Previewing animations in SDK
- Introduction
- Chapter 4. Mastering Character Animations
- The essentials of a cube-based world
- Flowing water with cellular automata
- Endless worlds and infinite space
- Automating trees' distribution
- Deforming a terrain in real time
- Lighting your world and providing it with dynamic lights
- Using noise to generate a terrain
- Introduction
- Chapter 3. World Building
- Detecting cover automatically in a third-person game
- Leaning around corners
- Adding a game controller or joystick input
- Following a character with ChaseCamera
- Making the camera follow units
- Selecting units in RTS
- Creating an RTS camera AppState object
- Firing non-instant bullets
- Firing in FPS
- Attaching an input AppState object
- Creating a reusable character control
- Introduction
- Chapter 2. Cameras and Game Controls
- An advanced ParticleEmitter class
- Using ParticleEmitter – Soaring Birds
- Retrieving an attachment node
- Creating bitmap fonts with Font Creator
- Adding some ambient audio
- Adding water using a filter
- Adding a sky box and lighting
- Modifying heightmaps with Terrain Editor
- Using Scene Composer
- Importing a model
- Setting up a project
- Introduction
- Chapter 1. SDK Game Development Hub
- Customer support
- Reader feedback
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Common development concepts in jMonkeyEngine
- Preface
- Support files eBooks discount offers and more
- www.PacktPub.com
- About the Reviewers
- About the Author
- Credits
- 版權頁
- 封面
- 封面
- 版權頁
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- Common development concepts in jMonkeyEngine
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- 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
- Attaching an input AppState object
- Firing 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
- Flowing water with cellular automata
- The 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
- Decision making – Finite State Machine
- Creating 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
- Handling basic messaging
- Making 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
- Creating a muzzle flash using ParticleEmitter
- Creating a trigger system
- Creating a timer trigger
- Adding an interaction trigger
- Controlling AI with triggers
- Creating a dynamic skybox with a moving sun
- Improving a scene with postprocessing filters
- Performing complex movements with MotionPaths
- Cutscenes using cinematics
- Using a positional audio and environmental effects
- Appendix A. Information Fragments
- Introduction
- Downloading the plugins
- Enabling nightly builds
- Adding Bullet physics to the application
- Jaime animation frames for phonemes
- The AnimationEvent patch
- The ImageGenerator class
- The CellUtil class
- Index 更新時間:2021-09-03 10:01:06