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Archive for November, 2006

At this point you could start experimenting

Monday, November 13th, 2006

The Core s Internal Structure This section will give an overview of how the core works. The classes mentioned here will be described in more detail later. The virtual world consists of three cornerstone classes: the static object, the moving object, and the virtual world. These classes make a generic […]

At this point you could start experimenting

Monday, November 13th, 2006

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 […]

At this point you could start experimenting

Monday, November 13th, 2006

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 […]

Black Art of Java Game Programming by Joel

Monday, November 13th, 2006

try{ InputStream is=new URL(getCodeBase(),”cube.f3d”).openStream(); cube=new fConvexPolyhedron(is); } catch(Exception e){e.printStackTrace();} //– create 9 instances of the cube cubeInstance=new fPolyhedronInstance[9]; for(int n=0; n

Black Art of Java Game Programming by Joel

Monday, November 13th, 2006

//– //– request a repaint //– repaint(); } } public void start(){ if(myThread==null){ myThread=new Thread(this); myThread.start(); } } public void stop(){ if(myThread!=null){ myThread.stop(); myThread=null; } } public void paint(Graphics g){ //– clear screen g.clearRect(0,0,size().width,size().height); […]

Black Art of Java Game Programming by Joel

Monday, November 13th, 2006

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 Implementing the Rotating Cubes Applet Most of the code in Listing 11-13 is standard applet code, but some sections might prove a bit more difficult […]

Black Art of Java Game Programming by Joel

Sunday, November 12th, 2006

The paint() method first checks to see if the world coordinates are up-to-date. If an object s orientation has changed in any way, then the world coordinates will be dirty, meaning that they have to be recalculated. This transform only needs to be done on objects that will be rendered […]

Black Art of Java Game Programming by Joel

Sunday, November 12th, 2006

myAngle=new fAngle3d(); myTransformMatrix=new fMatrix3d(); } /** * set the position and angle for this polyhedron instance. */ public void setOrientation(fPoint3d pos,fAngle3d agl){ if(myPosition.equals(pos)==false){ //– if position has changed then mark the matrix //– as “dirty” meaning that the transformed points //– need to be […]

Black Art of Java Game Programming by Joel

Sunday, November 12th, 2006

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 Implementing the Polyhedron Instance The implementation (see Listing 11-12) will turn out to be simpler than you might think, but since it might contain […]

Listing 11-11 The fMatrix3d class /** * A

Sunday, November 12th, 2006

around unless there is an earthquake. Recalculating the vertices of a static object from MCS to WCS every time the object needs to be rendered seems like a waste of calculations. Even dynamic objects that change their world coordinates a lot, such as cars, stand still most of the time, whether they […]

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