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At this point you could start experimenting

At this point you could start experimenting with different models. Find an .f3d file on the CD and change the line in the code that loads the cube.f3d to the model of your choice. One other thing you could do right away is to implement some more complex motion pattern into the camera. Place the cubes at ground level and circle about them, for example. Another thing could be to extend the indexing polygon class with a wire frame polygon. It will be almost the same as the filled polygon class except for the paint method, which must be changed to actually draw a polygon instead of filling it. Summary As you have seen, the process of designing even a small fraction of a 3D engine can be pretty tricky. And the sad part is that there are still some complex issues that need to be taken care of, like 2D, 3D clipping, polygon shading, visible objects determination, and so on. The list goes on and on. And these topics pertain only to the visual parts of a 3D engine. The nonvisual part is just as important and covers issues such as collision detection, construction of virtual worlds, creating objects with behaviors, and so on. In this chapter you have learned some basic 3D programming. Abstraction, one of the most important parts of object-oriented programming, was also illustrated. With the knowledge acquired in this chapter, you could build your own 3D Java engine. You must, however, consult other literature for the issues not covered here. Try Black Art of 3D Programming if you are especially interested in 3D graphics. Previous Table of Contents Next

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