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user_s_guide
Table of Contents:
Foreword
Chapter 1 - Getting Started
Introduction
Main Game Loop
Application (AbstractGame and subclasses)
PropertiesDialog
PropertiesIO
Game Loop
Game Types
BaseGame
SimpleGame
StandardGame
DisplaySystem
LWJGLDisplaySystem
Logging System
Renderer
LWJGLRenderer
TextureRenderer
RenderQueue
Multiple Rendering Passes
Render Pass
Shadow Pass
Applets
Fundamental Shapes
Arrow
Axis Rods
Box
Rounded Box
Capsule
Cone
Cylinder
Disk
Dodecahedron
Dome
Hexagon
Icosahedron
Octahedron
Pyramid
Quad
Sphere
Geosphere
Teapot
Torus
Chapter 1 Summary
Chapter 2 - Mathematical Functionality
Introduction to Mathematical Functionality
Fundamental Types
ColorRGBA
Matrix
Vector
Quaternion
Utility Classes
FastMath
Line
Plane
Ray
Rectangle
TransformMatrix
TransformQuaternion
Triangle
Coordinate System
Transforming
Visibility Determination
Collision Calculations
Chapter 2 Summary
Chapter 3 - Camera Model
Introduction to the Camera
Camera Paradigm
Z Fighting
The View Frustum
Parallel versus Perspective Projection
The Camera as a Node
Chapter 3 Summary
Chapter 4 - Scene Graph Management
Introduction to the Scene Graph
What is a Scene Graph?
Spatials
Locking Spatials
Batches
Nodes
BillboardNode
CameraNode
ImposterNode
LightNode
SharedNode
SwitchNode
DiscreteLodNode
Geometry
ClodMesh
AreaClodMesh
SharedMesh
TriMesh
Transforming the Scene
Translate
Rotate
Rotate About a Point
Scale
Frustum Culling
BoundingVolume
BoundingSphere
BoundingBox
OrientedBoundingBox
BoundingCapsule
Scene Graph Updates
Displaying
Controlling Nodes
Optimizations
Sharing versus Cloning
Chapter 4 Summary
Chapter 5 - Render States
Introduction to Render States
AlphaState
AttributeState
ClipState
ColorMaskState
CullState
DitherState
FogState
LightState
LightControllerManager
Light Objects
Point Light
Spot Light
Directional Light
MaterialState
ShadeState
Shaders
FragmentProgramState
VertexProgramState
GLSLShaderObjectsState
StencilState
TextureState
Image
Texture
TextureManager
Multitexturing
Environmental Mapping
Cube Mapping
WireFrameState
ZBufferState
Merging States
Preparing the Scene for States
Chapter 5 Summary
Chapter 6 - Input Controllers
Introduction to Input Controllers
Input Types - Mouse, Keyboard and Joystick
Using Absolute and Relative Mouse Classes
Input Actions
Input Handlers
First Person
Third Person
Chase Camera
Chapter 6 Summary
Chapter 7 - Picking and Collision
Introduction to Intersections
Collision Trees
Collision Manager
Picking
Collision
Chapter 7 Summary
Chapter 8 - Curves and Surfaces
Introduction to Curves and Surfaces
Curves
Bezier Curves
Surfaces
Bezier Surfaces
Chapter 8 Summary
Chapter 9 - Modeling
Introduction to Models
3D Modeling Applications
Model Types
jME Binary files
jME XML files
collada
md5
Ogre XML files
Model Loading
Animation
Skeletal Animation
Keyframe Animation
Chapter 9 Summary
Chapter 10 - Level of Detail
Introduction to L.O.D.
Discrete Level of Detail
Switching Models
Continuous Level of Detail
Chapter 10 Summary
Chapter 11 - Terrain Rendering
Introduction to Terrain
Brute Force Terrain
TerrainBlock
Quad-tree Terrain
TerrainPage
Heightmap Generation
Texturemap Generation
Chapter 11 Summary
Chapter 12 - Spatial Sorting
Introduction to Sorting
Quadtree
Octree
BSP
Portal
Chapter 12 Summary
Chapter 13 - High Level Effects
Introduction to Effects
Dot3 Bump Mapping
Parallax Mapping
Spring System
Cloth
Particle System
Lens Flare
Advanced Water Simulation
Bloom
Normal Mapping and Specular Mapping
Motion Blur
Chapter 13 Summary
Chapter 14 - Multiple Threads
Chapter 15 - User Interfaces
jME Desktop Component
Chapter 16 - Tips and Tricks
Tracking Objects with Other Objects
Chapter 17 - Game States
Appendix A - jME Architecture Details
jME Architecture Overview
com.jme.app
com.jme.bounding
com.jme.scene
com.jme.intersection
com.jmex.game
/var/www/wiki/data/pages/user_s_guide.txt · Last modified: 2009/11/26 10:19 by blaine
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