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What this book covers

Chapter 1, SDK Game Development Hub, will take a tour around the SDK, always with the game in mind. Learn about built-in functions and plugins that make your life easier.

Chapter 2, Cameras and Game Controls, contains a number of concrete ways to use cameras and control avatars for a variety of game types.

Chapter 3, World Building, explores different methods you can use to create and modify environments for games.

Chapter 4, Mastering Character Animations, enables you to learn all you need to know about controlling character animations.

Chapter 5, Artificial Intelligence, contains a look at the basics and common challenges of AI for games.

Chapter 6, GUI with Nifty GUI, contains techniques to develop a lot of the common user interfaces a game needs.

Chapter 7, Networking with SpiderMonkey, is an introduction to UDP/TCP networking for games in jMonkeyEngine.

Chapter 8, Physics with Bullet, will teach you the Bullet implementation and how to apply it to your games.

Chapter 9, Taking Our Game to the Next Level, will tell you what to do when your game mechanics are in and the game is playable. Still, you will feel the game lacks something. This chapter shows different methods to advance your game further in quality.

Appendix, Information Fragments, contains some generic pieces of code and instructions that can be used across chapters. It also has some full-code segments for recipes that are too long to include in the chapters themselves.

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