3d game development using java
Collection Framework: Java Collection Framework defines several classes and interfaces to represent a group of objects as a single unit. Learn the data structures using Java Collections interface and Map interface and their implementations Lists, Maps, Sets.
Java Exception mechanism simplifies bug catching in programs. All exception classes are subtypes of the java. Exception class. Java performs Input and Output operations via Streams. A stream seems to be a continuous flow of data.
Java Multithreading is a really difficult topic. Even the simplest task using Thread API could be challenging for a beginner. Java Tutorial For Beginners — a detailed course from ProgrammingKnowledge starting from the history of the language and installing the Java Development Kit. It will also give you an understanding of texture mapping and advanced imaging techniques. It focuses on the application and uses examples to bring the highly technical topic alive for students, making it easier for them to absorb the information.
This comprehensive guide will give you a number of reusable techniques, to create awesome action-packed games. CodeGym University. Light theme. Articles All groups. If your idea is to start creating 3D games in a short period of time maybe you should consider other alternatives like [JmonkeyEngine]. By using this low level API you will have to go through many concepts and write lots of lines of code before you see the results.
The benefit of doing it this way is that you will get a much better understanding of 3D graphics and also you can get better control. As said in the previous paragraphs we will be using Java for this book.
Just choose the installer that suits your Operating System and install it. This book assumes that you have a moderate understanding of the Java language. You may use the Java IDE you want in order to run the samples. Since Java 10 is only available, by now, for 64 bits platforms, remeber to download the 64 bits version of IntelliJ.
You can place the textures somewhere else, this is just where I store my textures. Once this is done we can start writing the code to make the textures usable. The array pixels is used to hold the data for all the pixels in the image of the texture. Loc is used to indicate to the computer where the image file for the texture can be found. SIZE is how big the texture is on one side a 64x64 image would have size 64 , and all textures will be perfectly square.
The constructor will initialize the loc and SIZE variables and call the a method to load the image data into pixels. It looks like this:. Now all that's left for the Texture class is to add a load method to get data from images and store them in an array of pixel data.
This method will look like this:. The load method works by reading the data from the file that loc points to and writing this data to a buffered image. The data for every pixel is then taken from the buffered image and stored in pixels.
At this point the Texture class is done, so I'm going to go ahead and define a few textures that will be used in the final program.
To do this put this. To make these textures accessible to the rest of the program let's go ahead and give them to the Game class. To do this we will need an ArrayList to hold all of the textures, and we will need to add the textures to this ArrayList.
To create the ArrayList put the following line of code with the variables near the top of the class:. This ArrayList will have to be initialized in the constructor, and the textures should also be added to it in the constructor.
In the constructor add the following bit of code:. Now let's take another detour and set up the Camera class. The Camera class keeps track of where the player is located in the 2D map, and also takes care of updating the player's position. Many variables are needed to keep track of the camera's position and what it can see. Because of this the first chunk of the class looks like this:. The vector defined by xPlane and yPlane is always perpendicular to the direction vector, and it points to the farthest edge of the camera's field of view on one side.
The farthest edge on the other side is just the negative plane vector. The combination of the direction vector and the plane vector defines what is in the camera's field of view. The booleans are used to keep track of what keys are being pressed by the user so that the user can move the camera.
Next is the constructor. The constructor takes in values that tell the class where the camera is located and what it can see and assigns them to the corresponding variable xPos, yPos A camera object will be needed in the final program, so let's go ahead and add one.
In the Game class with all of the other variable declarations add in. This camera will work with the map I am using, if you are using a different map or if you want to start in a different location adjust the values of xPos and yPos 4 and 6 in my example.
Because the Camera class implements KeyboardListener it must have all the methods from it implemented. Eclipse should automatically prompt you to add these methods.
You can leave the keyTyped method blank, but the other two methods will be used. The methods look like this:. Now that the Camera class is keeping track of which keys are pressed we can start updating the player's position. To do this we will use an update method that is called in the run method of the Game class. While we are at it we'll go ahead and add collision detection to the update method by passing the map to it when it is called in the Game class.
The update method looks like this:. The parts of the method that control forward and backwards movement work by adding xDir and yDir to xPos and yPos, respectively.
Before this movement happens the program checks if the movement will put the camera inside a wall, and doesn't go through with the movement if it will. For rotation both the direction vector and the plane vector are multiplied by the rotation matrix, which is:. With the update method completed we can now call it from the Game class. In the Game class' run method add the following line of code where it is shown here.
The Screen class is where the majority of the calculations are done to get the program working. Improve this answer. Randolf Richardson Randolf Richardson 2, 13 13 silver badges 14 14 bronze badges.
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