jMonkeyEngine 3.0 : Beginner's Guide - Ruth Kusterer - E-Book

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Beschreibung

jMonkeyEngine 3.0 is a powerful set of free Java libraries that allows you to unlock your imagination, create 3D games and stunning graphics. Using jMonkeyEngine's library of time-tested methods, this book will allow you to unlock its potential and make the creation of beautiful interactive 3D environments a breeze."jMonkeyEngine 3.0 Beginner's Guide" teaches aspiring game developers how to build modern 3D games with Java. This primer on 3D programming is packed with best practices, tips and tricks and loads of example code. Progressing from elementary concepts to advanced effects, budding game developers will have their first game up and running by the end of this book.From basic concepts and project creation to building a complex 3D Game, you will learn to layout 3D scenes, make them interactive and add various multi-media effects.You will find answers to common questions including best practices and approaches, how game characters can act and interact, how to simulate solid walls and physical forces, how to take it online to play over a network and much more.From Zero to Hero, start your journey to make your game idea a reality.

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Veröffentlichungsjahr: 2013

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Table of Contents

jMonkeyEngine 3.0 Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
Get a head start
Who this book is for
Getting things done
The building blocks of game development
Listening to the heartbeat of your game
Putting the pieces together
Sources of information
Conventions
Time for action – heading
What just happened?
Pop quiz – heading
Have a go hero – heading
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Installing jMonkeyEngine
Installation requirements for game developers
Time for action – installing the jMonkeyEngine SDK
jMonkeyEngine SDK at your service
Can I work in other Java IDEs?
Time for action – running a demo
What just happened?
Time for action – creating a project
What just happened?
Assets and the art pipeline
Time for action – distributing a game
What just happened?
Can I sell my jMonkeyEngine game?
Summary
2. Creating Your First 3D Scene
A basic template to initialize scenes
Time for action – initializing a scene step by step
What just happened?
Starting and stopping the application
Time for action – starting the application
What just happened?
Orient yourself in 3D space
Time for action – finding the spot
What just happened?
Pop quiz – which way, vector?
And how do I say that in Java?
Time for action – position it!
What just happened?
Time for action – scale it!
What just happened?
Time for action – rotate it!
What just happened?
Time for action – rotate it again, Sam
What just happened?
Where am I?
Time for action – navigating the scene
Pop quiz ‑ spinning around
Populating the scene
Time for action – node versus geometry
What just happened?
Pop quiz – the truth about spatials
Extending SimpleApplication
Make a big scene
Time for action – configuring display settings
What just happened?
Keeping an eye on your FPS
Time for action – checking vital stats
What just happened?
Navigating the scene with a mouse and a keyboard
Time for action – move it!
What just happened?
Have a go hero – tower defense
Summary
3. Interacting with the User
The digital Dungeon Master
Time for action – from input to output in slow motion
What just happened?
Time for action – pushing the right buttons
What just happened?
Time for action – trigger meets mapping
What just happened?
Time for action – mapping meets listeners
What just happened?
Time for action – listeners meet actions
What just happened?
Click me if you can
Time for action – pick a brick (using crosshairs)
What just happened?
Time for action – pick a brick (crosshairs with ray casting)
What just happened?
Time for action – pick a brick (using the mouse pointer)
What just happened?
Time for action – pick a brick (pointer with ray casting)
What just happened?
Pop quiz – input handling
How to steer spatials
Time for action – you are the CubeChaser
What just happened?
Time for action – chase all the cubes!
What just happened?
Time for action – get these cubes under control
What just happened?
Time for action – get into the right AppState of mind
What just happened?
Time for action – call me maybe?
What just happened?
Coordinating global game mechanics
The beauty of AppStates and controls
Pop quiz – how to control game mechanics
Have a go hero – shoot down the creeps!
Summary
4. Adding Character to Your Game
Making a Mesh
Time for action – meshing around with cubes
What just happened?
Time for action – meshing around with spheres
What just happened?
From mesh to geometry
Beg, steal, or borrow
The right wrench to pound in the screw
Time for action – installing the Blender-to-Ogre3D plugin
What just happened?
Time for action – sculpting the mesh
What just happened?
Time for action – coloring the mesh
What just happened?
Time for action – a model for to go, please
What just happened?
Time for action – loading a model (just testing)
What just happened?
Time for action – loading a model (for real)
What just happened?
Managing assets – best practices
Time for action – sorting your stuff out
What just happened?
Time for action – saving and loading .j3o files
What just happened?
Pop quiz
Animating a model
Time for action – rig, skin, and animate
What just happened?
Time for action – loading an animated model
What just happened?
Time for action – playing an animated model
What just happened?
Time for action – responding to animation events
What just happened?
Pop quiz
Loading a simple user interface
Time for action – displaying text
What just happened?
Time for action – loading AngelCode fonts
What just happened?
Time for action – loading icons into the GUI
What just happened?
Time for action – display interactive status icons
What just happened?
Time for action – 3D objects in the 2D GUI?
What just happened?
The art pipeline
Have a go hero – furnishing the tower defense game
Summary
5. Creating Materials
What is a material?
Time for action – unshaded materials
What just happened?
Material definitions and shaders
Good-bye unshaded, hello lighting!
Time for action – no frills, just color
What just happened?
Time for action – oooh, shiny!
What just happened?
Time for action – illuminated opaque textures
What just happened?
Time for action – semitransparent texture
What just happened?
Time for action – transparent textures
What just happened?
Pop quiz – transparent versus opaque
Multimapping
Time for action – meet the hover tank
What just happened?
Time for action – let the hover tank be groovy
What just happened?
Time for action – give your hover tank a shine
What just happened?
Time for action – make your hover tank glow
What just happened?
Time for action – deep-freeze your materials
What just happened?
Pop quiz – multimapping
Different types of textures
Time for action – scaling and tiling textures
What just happened?
Time for action – lights on!
What just happened?
Have a go hero
Summary
6. Having Fun with Physics
Solid floors and walls
Time for action – fortify the town
What just happened?
Time for action – first-person navigation
What just happened?
Fun with rigid bodies
Time for action – falling bricks
What just happened?
Time for action – flying cannon balls
What just happened?
Time for action – predict the explosion
What just happened?
Dynamic, static, and kinematic
Time for action – an elevator platform
What just happened?
Time for action – react to collisions
What just happened?
Time for action – timing forces correctly
What just happened?
My whole world is falling apart
LEET skillz – learn from the pros
Pop quiz
Have a go hero – rubber balls versus stacked crates
Summary
7. Adding Spark to Your Game
Particle effects
Time for action – stir up some dust
What just happened?
Time for action – sparks
What just happened?
Time for action – fit to burst?
What just happened?
Starting and stopping effects
Time for action – fire!
What just happened?
Time for action – design effects in the SDK
What just happened?
Time for action – finding stuff in the scene graph
What just happened?
Custom effect textures
Have a go hero – explosion!
Scene-wide effects
Time for action – welcome to Dark Town
What just happened?
Time for action – welcome to Dark City
What just happened?
Time for action – this city needs more gloom
What just happened?
Time for action – stay focused
What just happened?
Time for action – this city needs more glow
What just happened?
Time for action — toons and artistic effects
What just happened?
Have a go hero
Summary
8. Creating Landscapes
Welcome to Earth
Time for action – climbing a hill
What just happened?
Time for action – let there be grass
What just happened?
Time for action – splat goes the texture
What just happened?
But wait, there's more
Time for action – up hill and down dale
What just happened?
Time for action – go fast and vast
What just happened?
Time for action – plant a tree
What just happened?
Not even the sky is the limit
Time for action – nothing but blue sky
What just happened?
Time for action – sky factory
What just happened?
Time for action – fog of war
What just happened?
Catch the sun
Time for action – let the sun shine in
What just happened?
Still waters run deep
Time for action – simple water
What just happened?
Time for action – take a swim
What just happened?
Pop quiz
Have a go hero
Summary
9. Making Yourself Heard
Please roar into the microphone now
Ambient sounds! They are everywhere!
Time for action – add ambient sound
What just happened?
Time for action – to pre-buffer or to stream?
What just happened?
Time for action – push a button to receive *BAM*
What just happened?
Basic sound APIs
Something's coming from behind!
Time for action – positional audio
What just happened?
A closer look at volume fall-off
Time for action – I spy with my little ear
What just happened?
Pop quiz – audio nodes
Sound environments
Time for action – using default sound environments
What just happened?
Time for action – underwater
What just happened?
Have a go hero
Summary
10. Showing Your Game to the World
Customizing display settings
Time for action – the name of the game
What just happened?
Time for action – make a big splash (screen)
What just happened?
Time for action – window seat or full screen?
What just happened?
Time for action – fine-tuning video settings
What just happened?
Time for action – window, canvas, or headless?
What just happened?
Time for action – reload settings
What just happened?
SimpleApplication options
Time for action – time for a pause
What just happened?
Time for action – hide statistics and FPS
What just happened?
Save, load, and be merry
Time for action – save and load game data
What just happened?
Time for action – save and load display settings
What just happened?
Pre-release checklist
Release checklist
Time for action – build the final release
What just happened?
Summary
A. What's Next?
Hey, this game is fun!
Some dos and don'ts
Superpowers – Go!
Keep it simple
Polishing off the last pages
Summary
B. Additional Resources for Fellow jMonkeys
Game-development resources
Game-development tips
Game-asset resources
Key input triggers
Mouse
Keyboard
Joystick
Setting up jMonkeyEngine in Eclipse
Downloading the software
Creating a new game project
Setting up dependencies
Setting up the assets folder
Writing a simple application
Best practices for jMonkey networking
What do the client and server do?
Getting your physics in sync
Choosing a server type
Hackers, cheaters, and griefers
Welcome to MonkeyZone
C. Pop Quiz Answers
Chapter 2, Creating Your First 3D Scene
Pop quiz – which way, vector?
Chapter 3, Interacting with the User
Pop quiz – input handling
Pop quiz – how to control game mechanics
Chapter 4, Adding Character to Your Game
Pop quiz – managing assets: best practices
Pop quiz – animating a model
Chapter 5, Creating Materials
Pop quiz – transparent versus opaque
Pop quiz – multimapping
Chapter 6, Having Fun with Physics
Pop quiz
Chapter 8, Creating Landscapes
Pop quiz
Chapter 9, Making Yourself Heard
Pop quiz – audio nodes
Index

jMonkeyEngine 3.0 Beginner's Guide

jMonkeyEngine 3.0 Beginner's Guide

Copyright © 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2013

Production Reference: 1180613

Published by Packt Publishing Ltd.

Livery Place

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ISBN 978-1-84951-646-4

www.packtpub.com

Cover Image by Girish Suryawanshi (<[email protected]>)

Credits

Author

Ruth Kusterer

Reviewers

Peter Backx

T. Joseph Duchesne

Jens Hohmuth

Dany Rioux

Glauco Márdano

Acquisition Editor

Antony Lowe

Lead Technical Editor

Mayur Hule

Technical Editors

Prasad Dalvi

Pushpak Poddar

Kirti Pujari

Project Coordinator

Michelle Quadros

Proofreaders

Aaron Nash

Jonathan Todd

Indexer

Tejal Soni

Production Coordinator

Nitesh Thakur

Cover Work

Nitesh Thakur

About the Author

Ruth Kusterer became intrigued by Java and open source software while completing her degree in computational linguistics. In 2005, she joined Sun Microsystems, Inc. as a technical writer for netbeans.org where she wrote 100 NetBeans IDE Tips & Tricks. Since 2010, she has been working for CA Technologies, Inc. where she's a senior technical writer for security software. In her spare time, she hangs out on jMonkeyEngine.org and strives eternally to write the ultimate Java game.

I would like to thank the jMonkeyEngine core team for answering a BigInteger of newbie questions and helping out with non-trivial code samples. I would also like to thank all the jMonkeys posting inspiring videos of completed games, and a big shout-out to the NetBeans community whose NetBeans platform is the base of the jMonkeyEngine SDK.

About the Reviewers

Peter Backx is a software developer and architect. He has used Java for more than a decade to shape unique user experiences and build rock-solid scalable software. He received a PhD in Computer Sciences from Ghent University, Belgium. Peter maintains a technical blog at http://www.streamhead.com.

T. Joseph Duchesne holds a Computer Engineering degree from Dalhousie University and works in software-as-a-service web applications, primarily in backend infrastructure using a wide variety of technologies. In his free time, he enjoys video game development and has competed in open source/independent game development competitions.

Joseph is currently Sr. Infrastructure and Software Engineer at SimplyCast (www.simplycast.com), an online software-as-a-service marketing platform.

Jens Hohmuth graduated in Computer Science in 1998 from the University of Applied Sciences of Zwickau, Germany. Jens has been working for more than 10 years as a professional Software Developer. At his day job at a German company, he works for banks and financial services providers applying e-banking solutions on a wide range of different platforms. Jens has expertise in analysis, design, implementation, and support of software projects from small to large scale. He is an gile software development follower and a natural born problem solver.

Jens has outstanding training and presentation skills, and created a popular Intel Protected Mode and MMX Tutorial series as his internship back in college. This tutorial is still one of the top references for Intel Protected Mode today.

At night time, he is a wannabe game developer and the founder of the open source Java GUI Framework "Nifty GUI". Besides "Nifty GUI" he has contributed to many other open source projects. When he's not coding he enjoys creating 2D and 3D art as well as playing his guitar and piano. In the summertime, you can find him outside on his mountain bike (probably with his Macbook Air in the backpack).

I'd like to thank all the jMonkeyEngine core members for being extremely friendly and a great joy to work with. And of course all the "Nifty GUI" users (and critics) in the world for their continuing support.

Dany Rioux received his programmer/analyst diploma more than 15 years ago at the Herzing College in Montreal, Canada.

Although he left the programming side of things for numerous years to work in user support, he has come back to his first love and has been actively working on Disenthral, an RPG space game, based on the jMonkeyEngine3, for the past two years.

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Preface

"You, my brave hero, are about to embark on an adventure full of challenges and risks, but the reward at the end of your journey will be plentiful and will restore peace on earth. Are you ready?"

You have probably played many games before reading this book, and gladly accepted challenges such as this one! Now you will face a new adventure. You will create your own video game. There too will be challenges, but jMonkeyEngine gives you the tools to overcome them. This book introduces Java developers to 3D game development and shows how jMonkeyEngine can make a game developer's life easier.

Note that this book does not cover 3D model or sound design, nor the creative process of coming up with an original game concept—read the appendix for some related resources. By the end of this book, you will be ready to develop a 3D game, and have fun doing it!

What this book covers

Chapter 1, Installing jMonkeyEngine, helps you install the software and run a sample application.

Chapter 2, Creating Your First 3D Scene, teaches you how to add objects and transform them.

Chapter 3, Interacting with the User, reveals how to control game mechanics in the main loop.

Chapter 4, Adding Character to Your Game, shows how to load and convert models.

Chapter 5, Creating Materials, demonstrates how to manipulate the surface of objects.

Chapter 6, Having Fun with Physics, teaches you how to make objects act solid or heavy.

Chapter 7, Adding Spark to the Game, shows basic types of decorative effects.

Chapter 8, Creating Landscapes, introduces terrains and environmental effects.

Chapter 9, Making Yourself Heard, teaches how to integrate sounds and music.

Chapter 10, Showing Your Game to the World, shows how to save, load, build, and distribute games.

Appendix A, What's Next?, reveals how to make your games fun and challenging.

Appendix B, Additional Resources for Fellow jMonkeys, introduces you to more advanced user interfaces.

Free Download Chapter, Playing on the Network, explains network communication in multiplayer games. This chapter is available as a free download chapter at http://www.packtpub.com/sites/default/files/downloads/6464OS_Free_Download_Chapter_Playing_on_the_Network.pdf

Get a head start

Game development involves a wide range of abilities. Mathematics, software programming, graphic design, musical arts, and writing skills. Like a member of a World of Warcraft guild, you need a firm grasp of the tools of your trade before you set out for your quest. Intermediate or advanced Java skills are a must, as is a basic grasp of multimedia design and 3D modeling.

Thanks to 3D engines, however, you do not have to reinvent the mathematical wheel for every 3D game that you write. 3D engines such as jMonkeyEngine handle the following tasks for you:

Transformation: Rotating, scaling, and moving 3D objectsProjection: Automatic conversion of 3D scene data to 2D images on the screenRendering: State-of the-art shading and lighting of object surfaces

The sunlit ocean bay in this screenshot is just one of many examples of what can be achieved when a collection of advanced 3D rendering techniques come together:

In addition to transformation, projection, and rendering, there is a lot of internal functionality that is the same in every 3D game. By reusing proven implementations, you spare yourself the need to handcode standard algorithms. jMonkeyEngine includes many features that are otherwise only found in commercial game engines:

A 3D scene graph: A data structure that is optimized to store objects of a 3D sceneA main event loop: A modular component that controls game mechanics and interactionsSupport for loading and displaying multimedia assetsSupport for handling user input and graphical user interfacesAn intuitive camera object that marks the point of view of the playerPhysics simulation, special effects, multiplayer networking, and more

jMonkeyEngine gives you a head start, so you have more time for coding the parts that make your game unique.

Who this book is for

To set expectations right, jMonkeyEngine is not one of these drag-and-drop tools that mass-produces games with just a few clicks. To create a truly original game, you have to be able to write Java code. Let's have a look at an example:

This screenshot shows a scene from Hostile Sector, a browser-based multiplayer strategy game created with the jMonkeyEngine (http://www.mindemia.com/hostilesector/). In this game, two armed teams fight each other in an abandoned town. To be able to create such a basic game scene, you need to be familiar with the following mathematical concepts:

The Cartesian coordinate system: You use coordinates every time you position a character or building into the scene.Vectors: You use vectors to specify angles and directions every time you make a computer-controlled enemy turn around. You use vectors when calculating distances and speeds every time an enemy follows a player character.

This book will walk you through these mathematical concepts where necessary, and introduce you to the appropriate built-in methods and classes that get these tasks done.

Getting things done

It is often that successful games such as Minecraft that inspire players to become game developers themselves. An example of a game that was inspired by Minecraft is Mythruna (http://mythruna.com/), an open-world game developed with the jMonkeyEngine.

For its creator, Mythruna was not the first game he ever wrote. Successful developers achieved their level of skill by starting small. Begin your developer career by creating a portfolio of solid mini-games to gain experience. Equipped with this knowledge, you can work your way up to the "MMORPG of your dreams".

The key to success is to stick to one idea and dare to strip off everything unnecessary. Don't aimlessly attempt to top every best-selling game of the last decade in your first release. And don't water down your game by adding tons of distracting effects just because everyone else is doing it.

Everyone else can start a game, but you want to finish it, too. A good feasibility test is to sum up your concept in one line. An example catchline for a Minecraft-like idea could be, "Build by day, survive by night". If you can't convey your idea in one straightforward line, it's too complicated to implement. Start with a clearly cut-out idea, and soon you will have something cool to show.

Do you already have a game idea? Let's have a quick look at the process of breaking down a complex idea into the building blocks of game development.

The building blocks of game development

Let's say you are creating something similar to Hostile Sector, basically an arena with two fighters. One is a player-controlled character, the other a hostile non-player character (NPC).

How does the computer-controlled NPC "see" where the player is? How does the enemy approach the player without stupidly bumping into walls? At first, any game concept may seem like an undertaking of real-life complexity. But when you think about it for a minute, you notice that even a complex game scene is composed of only a handful of basic actions.

You attach 3D objects to the scene to make them appear, and detach them to make them disappear. Examples include terrains, buildings, players, enemies, cars, obstacles, traps, and so on.You transform 3D objects. Transformation means that you make the game engine translate (position), rotate (turn), or scale (resize) objects in the scene.You modify physical properties of 3D objects. Examples include lighting and shading, materials and colors, mass, speed, bounciness, or solidity.You detect user input from the keyboard, the mouse, or a joystick, and respond to it. For example, the player clicks to shoot.You specify a rule how the game acts and causes state changes for the player. This includes automatic game mechanics such as intelligent computer-controlled enemies who attack when the player approaches their secret lair.You specify a rule how the game reacts to state changes. You repeatedly get and set object properties (such as current location, direction, or points) and use them in specific conditions. This includes game mechanics such as "if health equals zero, then game over" or "if distance between player and enemy is less than one meter, then attack".You play audio, video, animations, and special effects. These are only decorations, but they add a lot to the immersion, if used right.

Now that you are aware of the basic atoms, a seemingly intricate scene turns into a manageable pattern of smaller pieces. Just like building blocks, you can use these elements in any order or number that fulfills your game's purpose. The only limits are the capabilities of your PC.

Listening to the heartbeat of your game

How do you apply what you just learned in context? Let's look at the overall structure of computer games. Obviously, you will have to write code to initialize the scene, and also to shut down the game cleanly. Between the beginning and the end, every interactive 3D application constantly loops through three stages: listen, update, and render.

Initialize: The game loads objects and brings them in their starting positions. The loop starts:
Listen: The engine detects user input and responds according to your input handlersUpdate: Your game code polls and updates its state, and acts and reacts according to your game mechanicsRender: The engine draws the scene to the screen
End: The player has won, lost, paused, or quit the game. The loop ends.

In each stage of the game loop, you can make use of all basic elements described here. Let's look at an example of how to put the pieces together.

Putting the pieces together

Our example is of two fighters in an arena. In simple terms, you can break this scene down as follows:

Initialization: You load the landscape, player, and enemy models, attach them to the scene, and position them. The loop starts.Listen: The game listens for keyboard input in case the player moves his character. The game listens for mouse input in case the player clicks to attack the enemy.Update: The game checks for obstacles between the two opponents, and rotates the computer-controlled enemy to approach the player's location. If certain conditions are met, the enemy attacks the player and plays a sound. The game polls location, armor, and health of the opponents, and calculates the outcome of every attack. The game updates location, armor, and health values according to the outcome.Render: The game draws the updated state to the screen and the loop repeats.End: A test checks if one of the fighters has reached zero health points. If yes, then the loop ends and a winner is declared.

Looks more manageable now, doesn't it?

Sources of information

In the preceding example, you saw how a game scene comes together. As you read on, your understanding of the application structure will improve. The book includes a lot of hands-on sample code and fun challenges, because writing code and trying it out is the best (and most interesting) way to learn.

As additional sources, you should bookmark the following two pages:

http://jMonkeyEngine.org/wiki/doku.php/=jme3: Visit the wiki to get the latest sample code, beginner tutorials, intermediate articles, and advanced documentation.http://jMonkeyEngine.org/forums-index: Search the forums for answers to the most common questions, or chat with like-minded developers about different approaches.

Conventions

In this book, you will find several headings appearing frequently.

To give clear instructions on how to complete a procedure or task, we use:

Reader feedback

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Downloading the color images of this book

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Chapter 1. Installing jMonkeyEngine

When a group of heroes set out on a quest, they grab their armor and weapons—when you set out on a game development adventure, you grab the jMonkeyEngine SDK.

The jMonkeyEngine Software Development Kit (SDK) contains everything that you need to get started quickly: the jMonkeyEngine libraries, Javadoc, sample code, and lots of nifty game development utilities. This bundle also includes all necessary native libraries, such as LightWeight Java Game Library (LWJGL). This means there is no second installation step, neither for the development team, nor for users of the games that we create.

In this chapter you will learn:

What the hardware and software requirements areHow to install the jMonkeyEngine SDKHow the tools in the jMonkeyEngine SDK make a developer's life easierHow to create and distribute jMonkeyEngine games

Installation requirements for game developers

At the time of printing, the jMonkeyEngine SDK needs 40 MB of memory, plus enough memory to load the particular game's assets. Your computer should have a minimum of 1 GHz CPU, and your graphic card must support OpenGL 2.0, or better. Suitable graphic cards include ATI Radeon 9500, NVIDIA GeForce 5 FX, Intel GMA 4500, and all newer ones.

You can use the jMonkeyEngine SDK on all operating systems that support the Java Development Kit 6 (JDK 6) or better. Currently this includes Windows XP/Windows Vista/Windows 7 or better, Mac OS X 10.5 or better, and Linux kernel 2.6 or better.

Enter the following command in your terminal to check whether you have the required Java Development Kit (JDK) installed:

javac -version

If this command returns javac 1.6.x or better, then your Java installation is set to go. If you still need to install the JDK, click on the Download JDK button at http://www.oracle.com/technetwork/java/javase/downloads/index.html and follow the installation instructions there.

Time for action – installing the jMonkeyEngine SDK

The jMonkey team devised the jMonkeyEngine SDK to make the installation process as smooth as possible:

Go to http://jmonkeyengine.org/downloads/.Download the jME3 SDK for your operating system and unzip it, if necessary.Double-click on the installer and complete the installation wizard.

It's time for your first test run:

Find the jMonkeyEngine SDK icon in your Applications folder or Start menu and double-click on it to run the SDK.When the jMonkeyEngine SDK opens for the first time, a dialog box asks you to specify a folder for storing your projects. Browse to your home directory, click on the Create new folder button, and name the folder jMonkeyProjects.With your new folder still selected, click on Set Project Folder to close the dialog box.

When the SDK opens, you will see the following application screen:

The Projects window, on the top left-hand side, is where you will browse Java files and manage Java packages, among other things. The SDK also contains an editor window for Java files, not visible here, that we will look at in a minute. At the bottom right-hand side of the screen, you see the Output - Application window; this is where build messages, runtime exceptions, warnings, and println() appear.

In the center, you see the OpenGL Window. We will use it later to preview the 3D scenes that we created using the Properties, SceneExplorer, and SceneComposer windows, not visible here.

The other two windows you can ignore for now. Later you may use the FilterExplorer window to configure special effects, and the AssetPackBrowser window to bundle up collections of 3D models.

Congrats, your tools are ready, and you have accomplished your first mission. Let's take a closer look at the jMonkeyEngine SDK.

jMonkeyEngine SDK at your service

The jMonkeyEngine SDK is your graphical user interface for the jMonkeyEngine library. The jMonkey team devised this integrated development environment (IDE) especially for 3D game development with Java. The jMonkeyEngine SDK assists you from start to end, whether you write code, integrate game assets, lay out scenes, or deploy the finished application.

Creating your Java game projects with jMonkeyEngine SDK has the added value that they are already preconfigured:

The jMonkeyEngine JAR files and native libraries are on the classpathJavadoc popups and code completion for jMonkeyEngine methods are set up in the source editorThe provided Ant build script is ready to build, run, and deploy your application

At the same time, there is nothing proprietary about the projects that the SDK creates: you are looking at standard Java SE projects. The SDK's clean, build, and run actions are automated using standard Ant build scripts. The Apache Ant build tool is already included when you install the SDK.

Tip

Did you know?

jMonkeyEngine SDK is built on top of the NetBeans Platform. This means that you can install all kinds of NetBeans IDE plugins. The NetBeans plugins prepackaged in the jMonkeyEngine SDK include version control tools and a Java debugger. Open the jMonkeyEngine SDK and choose Tools | Plugins from the menu, then click on Available Plugins to browse and install other cool add-ons for free, such as a Java profiler.

Can I work in other Java IDEs?

Although this book will repeatedly tell you how awesome the jMonkeyEngine SDK is, you are not forced to use it for coding. The jMonkeyEngine library is open source software: If you download the latest binary bundle from http://www.jmonkeyengine.com/nightly/, you can manually add the JAR files from the lib directory to your CLASSPATH, just like any other Java library. You can link these libraries in your favorite Java IDE, or do your Java development in a text editor on the command line if that's how you roll.

For now, let's continue using the SDK because it will get you started more swiftly. This book strives to keep code samples IDE-independent. If a shortcut or workflow only applies to the jMonkeyEngine SDK, it will be clearly pointed out as such.

Nonetheless you should give the jMonkeyEngine SDK a try. It contains many plugins that you will not find in generic IDEs: an asset pack manager and file converters for 3D models, a scene viewer and scene composer, a terrain editor, a procedural texture generator, a code snippet palette, and much more. Try it! If you are not convinced by the end of this book, you will find setup instructions for other IDEs in the appendix. Deal?

Time for action – running a demo

In order to test whether everything was installed correctly, let's run a few demos. A set of demos comes bundled with the jMonkeyEngine SDK as one of the project templates.

Choose File | New Project from the menu to open the New Project wizard.Select JME3 Tests from the jME3 category.Accept the defaults and complete the wizard.

The SDK unpacks the bundled demos and makes copies of the demo sources. The new JME3 Tests project appears in the Projects window.

To run a demo:

Right-click on JME3 Tests and click on Build and Run. Wait for the TestChooser window to open.For example, select the TestWalkingChar demo and click on OK.

Tip

Type walking into the filter box to find it more quickly.

Accept the default display settings and click on OK.When the demo opens, use the WASD keys and drag the mouse to navigate the simple scene. Press the Space bar to shoot fireballs.When you have seen enough of this demo, the press Esc key. Either select another demo, or click on Cancel to exit.

Now that you know how to use the TestChooser, run some demos to see what is possible with jMonkeyEngine.

What just happened?

It's good to know that, during the development process, you can always return to the JME3 Tests demos for inspiration. Browse the demo's Source Package if you are looking for code samples that showcase particular features. Feel free to modify your copy of the code samples and experiment. In the unlikely case that you break the project, you can always recreate the JME3 Tests template from the New Project menu.

Restoring the demos is as easy as creating a fresh game project, which is what we will do next.

Time for action – creating a project

The jMonkeyEngine SDK provides you with a preconfigured project template that gets you started at lightning speed.

This is how you create a new project:

Choose File | New Project from the menuSelect BasicGame from the jME3 category.You can rename the project here, but for now, accept the defaults and complete the wizard.

A new Java project named BasicGame appears in the Projects window, next to the JME3 Tests project.

The BasicGame project contains a simple Main.java template. Let's try to run this Java application:

Open the BasicGame project's Source Packages, and double-click on the mygame/Main.java file to open it. You see that the JDK contains a full-featured editor for Java files.Right-click on the BasicGame project and click on Build and Run.Accept the default display settings and click on OK.The application window opens and shows a blue 3D cube on a black background. If this works, you know that your project is set up correctly.Press the Esc key to quit the BasicGame project's window.

As you can see, it's easy to create and run fully preconfigured game projects in the jMonkeyEngine SDK.

What just happened?

Let's open the BasicGame folder in the Projects window and look at the project structure that the SDK has just created for you.

You can see that the Projects window gives you access to three important areas: Project Assets, Source Packages, and Libraries, as well as the build script.

The Projects window shows the logical structure of a jMonkeyEngine project. This view only displays files that you need during development, and it filters out build folders and configuration files. For comparison, have a look at the project's physical structure, which lets you browse the actual files on your hard drive; choose Window | Files from the menu to open the Files window. Click the triangles to open the subsections and compare the two views, as shown in the previous screenshot.

Browse the Libraries section in the Projects window. You can see that it lists all the JAR files that are preconfigured on this project's CLASSPATH. Compare this to the physical dist/lib directory in the Files window.

If you know about Ant build scripts, you may want to open the Important Files node in the Projects window and browse the preconfigured Ant targets. Compare this to the physical build file, build.xml in the Files window.

You will see that a jMonkeyEngine-based application is a standard Java project made up of the following files and folders:

Project folder

Usage

JMonkeyProjects/BasicGame/assets

You store multimedia assets here

jMonkeyProjects/BasicGame/build/

The SDK generates build classes here

jMonkeyProjects/BasicGame/build.xml

You customize the Ant build script here

jMonkeyProjects/BasicGame/dist/

The SDK generates executables here

jMonkeyProjects/BasicGame/nbproject/

The SDK stores the default build script and metadata here

jMonkeyProjects/BasicGame/src/

You store source code here

jMonkeyProjects/BasicGame/test/

You store JUnit test classes here (optional)

Certain files and folders are automatically created and maintained by the jMonkeyEngine SDK such as build, dist, and nbproject. The SDK recreates these files and folders when you build the application, so do not edit them.

The other folders, highlighted in yellow, contain your sources and assets. Using the test folder is optional; for now, just ignore it. As in any Java project, you have full control over the project's build.xml file, and your two main folders, assets and src.

Switch back to the Projects window. You see that the Project Assets folder corresponds to jMonkeyProjects/BasicGame/assets/, and the Source Packages folder corresponds to jMonkeyProjects/BasicGame/src/. You are free to set up subfolders and packages inside these two folders, as your project requires.

Your Java classes obviously go into Source Packages, but what does the Project Assets folder contain? Open the Project Assets folder and look inside: you will see subfolders for Sounds, Textures, and Models. This folder is where you store your multimedia content.

Assets and the art pipeline

Every 3D game requires some multimedia assets, whether it's 3D models, image files, sound clips, video clips, or music. This book focuses on the development aspect—how to tie assets and code together and deploy the game. Being able to write source code only takes you halfway there: to develop games, you also need to go through the art pipeline.

By art pipeline we mean the creative process of creating 3D models, composing background music, and so on. The art pipeline runs in stages parallel to your coding milestones:

Lay out concept art, either digital or on paper, to get an idea of what you need; you do this in parallel to planning your Java object model.Insert mock-up art in alpha builds: these sample files don't look and sound like the real thing yet. They are merely placeholders in the right size and format that help you debug your loading code.Insert drafts in beta builds that are close to the final look and feel that you want; this helps you beta test and iron out the kinks.Include the final artwork in the release builds. Typically, assets are converted to data formats that are optimized for the target platform.

Including sounds and images in your game means that you either need access to a multimedia library, or you need to create your assets using external tools.

The jMonkeyEngine SDK does not include any multimedia editors. This is because a game engine should not prescribe the artist's choice of design software. You are free to create assets in any third-party tools that you fancy and have access to. Just make certain that you can export the artwork in formats that jMonkeyEngine supports.

The following external file types are supported by jMonkeyEngine:

Supported File Type

Usage

.mesh.xml, .material,

.skeleton.xml, .scene

Ogre Mesh XML (3D models)

Ogre DotScene (3D scenes)

.obj, .mtl

Wavefront objects (3D models)

.blend

Blender files (3D models)

.jpg, .png, .tga, .gif,

.dds, .hdr, .pfm

Images and textures

.fnt

Bitmap fonts

.wav, .ogg

Wave and OGG Vorbis audio

If you have not chosen your multimedia tools yet, the following are some suggestions of popular editors that support the formats mentioned earlier:

http://Blender.org: This is a full-featured mesh editor for 3D models and sceneshttp://Gimp.org: This is a graphic editor for images and textureshttp://Audacity.sourceforge.net: This is a sound editor for audio files

All of these are examples of software that is available for Windows, Mac OS, and Linux; all three are open source, and you can download and use them for free.

There are many more free and paid design tools available if you do a search. Whichever software you choose to create your assets, consult the respective manuals for details on how to use them. 3D modeling in particular is not a trivial task, but it's definitely worth learning.

Now that you have the design and development tools installed, you have everything you need to create your game.

But what do your users install to play your game?

Time for action – distributing a game

During the development phase, you typically build and run your game right from the jMonkeyEngine SDK. Your users, however, neither have nor want the SDK. They expect to run the game by, for instance, executing a desktop application that runs on their Java Virtual Machine.

Switch to the Files window, and look into the dist folder. Every time you Build this project, the SDK generates an executable JAR file here. When you right-click on the project and choose Clean, the dist folder is deleted—so remember never to move any unique files there.

Let's go through the basic deployment process together:

Right-click on the BasicGame project in SDK, and open the project's Properties window.Go to the Application | Desktop pane and select the checkboxes for your target operating systems, for example Windows, Mac, and Linux. Click on OK.Right-click on the BasicGame project, and Clean and Build it.

Look into the Output window to follow the build process.

What just happened?

When the build is finished, switch to your operating system's file explorer:

Browse to the jMonkeyProjects/BasicGame/dist/ folder in your user home.Unzip and run the BasicGame executable for your operating system.The application window opens and displays the blue cube demo. Press the Esc key to quit.

This exercise shows you that the SDK generates distributable builds of your BasicGame project that runs fine on your desktop, outside the jMonkeyEngine SDK.

Impressive—you have just built a basic 3D application that runs on the three most widely used operating systems. Notice how you didn't have to configure any CLASSPATH or library paths.

Can I sell my jMonkeyEngine game?

Yes, the jMonkeyEngine SDK is a free open source software released under the BSD license. To answer the most common questions right away:

You do not pay any fees to use the jMonkeyEngine libraries or SDKYou can use the jMonkeyEngine for hobby, educational, or commercial purposesYou can include the jMonkeyEngine libraries in a Java application that you sell or give away for freeYou can offer your application that includes the jMonkeyEngine libraries as download, serve it over the network, or distribute it on digital mediaUsing the jMonkeyEngine does not require you to open source your own code (but you can)

All that is required from you is that you adhere to the BSD license, and keep the license together with the jMonkeyEngine libraries included in your distribution. Simply copy the license from the jMonkeyHomepage. Don't worry, it's nice and short and can be found at http://jMonkeyEngine.org/wiki/doku.php/bsd_license.

Summary

In this chapter you learned how to install the jMonkeyEngine SDK and run sample applications. You saw that it is easy to get started with game development using the jMonkeyEngine SDK, and how easy it is to distribute a game using the jMonkeyEngine SDK.

Come on over to the next chapter, where we write some actual code!

Chapter 2. Creating Your First 3D Scene

Now that you have installed the engine and understood the physical file structure of a project, we will take a look inside to understand the flow of a jMonkeyEngine game.

In this chapter, you will learn:

How to initialize a sceneHow to refer to objects in the 3D sceneHow to position, rotate, and resize objectsHow to configure the way the scene is displayedHow to navigate the scene using the keyboard and mouse

It's time to look at some code.

A basic template to initialize scenes

From the previous chapter, you'll remember that we executed the BasicGame template to test whether the installation was successful. This project template demonstrates the structure of a typical jMonkeyEngine main class that initializes the scene and starts the application.