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jMonkeyEngine 3.0 Cookbook

More Information
Learn
  • Make an online game with the SpiderMonkey framework
  • Design dynamic and attractive GUIs with NiftyGUI
  • Create cutscenes and smooth camera rides with cinematics
  • Build AI that sees, follows, and finds its way through the game world
  • Use Bullet physics to build a more dynamic game world
  • Explore useful tips on taking your game project to the next level
  • Develop a more maintainable project by using Controls and AppStates
About

This book provides you with engaging hands-on game development tips that will keep the game we'll be developing in focus. Each chapter will provide insight into the how's, what's, and why's of jMonkeyEngine and game development step by step.

The book starts by giving you useful tips on the SDK itself, and how using it will make your life as a developer easier. The book then moves on to cover a variety of patterns which you can use to control cameras, characters, and animations, followed by how to make real-time networked games and dynamic game worlds.

If you are a jMonkeyEngine user or Java developer interested in delving further into game development to expand your skill set, then this book is perfect for you.

Features
  • Contains an extensive and valuable set of solutions to real jMonkeyEngine game development challenges
  • Learn how to take your game online using the SpiderMonkey network framework
  • Kick-start your next project by applying game-ready templates
Page Count 298
Course Length 8 hours 56 minutes
ISBN9781783286478
Date Of Publication 12 Aug 2014
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

Authors

Rickard Edén

Rickard Edén is a Java and Android development consultant, game developer, and lifelong game enthusiast, based in Gothenburg, Sweden. Having worked in the past as a designer in the gaming industry, Rickard has worked on a number of different genres and picked up tricks of the trade from many disciplines. He has a pragmatic approach to programming and has developed games for many years using jMonkeyEngine.

It is now his intention to help other developers by sharing what he's learned so far with this book.