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Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Chapter 12 Building 3D Applets with App3Dcore Calin Tenitchi Goals: Use an advanced 3D core to create a 3D game Improve your understanding of Java/OO concepts: inheritance, abstract classes, and methods In this chapter the Application 3D Core, or App3Dcore, is introduced. The vital classes are described as we go along. This chapter is meant to show you how the core works and how you can use it to develop some simple 3D applets and an advanced 3D game. What Is the App3Dcore? The App3Dcore is a set of classes that can be used to construct 3D applications very quickly. What makes this package interesting is that it hides the actual 3D graphics deep inside the core. Although it was designed to be a general 3D system, App3Dcore has turned out to be an excellent game-making platform. The package consists of around 30 classes, but luckily only a handful of them are used directly outside the package, while the rest are part of the internal workings of App3Dcore. The vital classes are a virtual world class, static and moving objects, and a couple of different cameras. The core itself is partitioned into two subsystems, the 3D engine, which does the rendering, and the virtual world, which handles the objects. This ensures the core s expandability and flexibility. Because of the sheer amount of code and the complexity of the core, it is impossible to explain in a single chapter. It would take a whole book just to describe the inner workings. What we will do instead is learn how to use the vital parts and also explain some must-know things. Although we will only scratch the surface of the App3Dcore, you will be surprised how easy it is to construct objects with complex behaviors by writing a few lines of code.

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