<User's Guide|Chapter 1 - Getting Started>

Foreword

About the User Guide and jME

This guide is designed to aid the developer in writing their applications using the jME API. The primary application for the jME API is gaming software and graphically intensive applications. This API is designed to allow for the most efficient graphics system and gaming systems.

jME was very much influenced by the work of David H. Eberly and his book 3D Game Engine Design. While not completely taken from this source and evolved well beyond it, much of jME's functionality is derived from his teachings. I highly recommend you pick up a copy of this wonderful resource.

The primary design paradigm used by jME is the concept of the Scene Graph. The scene graph provides a hierarchically grouped tree where each Node is ordered based on spatial location. Every node of the tree can have one parent and multiple children. This allows for efficient scene rendering as well as an easy method for the user to build their game's scene.

This guide will cover all concepts, classes and usage defined in the jME API. First, the basic system window management concepts will be covered. This will explain how a DisplaySystem is created and how to use the Renderer as well as what Renderer contains and allows. Next, the geometrical concepts of jME will be covered. This will give an understanding of the mathematical concepts including Matrix, Vector3f, Vector2f, Quaternion and others. Then, the Camera Model will be explained, as well as how Frustum Culling is determined. Next, the basic concepts of the scene graph will be covered, explaining the usage of all scene graph classes including Spatial, Node and Geometry. This will lead into the discussion of RenderState and how they can be used to modify the look of a node. Next, picking and collision detection will be explained. Which will lead into jME's usage of curves and surfaces. Once surfaces are defined, Model Types can be explained as well as how these can be used for Animation. Chapter 10 - Level of detail will be explained and then Chapter 11 - Terrain. Next, spatial sorting will be explained including Quad-Trees and Oct-Trees, Portal Systems and Binary Space Partitions. Lastly, different special effects will be explained.

Please, provide any feedback to the API and this document. This is a team effort and open in every way.

Regards,
Mark Powell
jMonkey Engine

<User's Guide|Chapter 1 - Getting Started>


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