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Game Programming. Loading assets, Materials, Lighting & Shading, Camera, Game Loop , Input Handling. Informatics Engineering University of Brawijaya. Eriq Muhammad Adams J. Agenda. Loading assets Materials Lighting & Shading Camera Game Loop Input Handling

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Game programming

Game Programming

Loading assets, Materials, Lighting & Shading, Camera, Game Loop, Input Handling

Informatics Engineering

University of Brawijaya

Eriq Muhammad Adams J.


Loading assets


Lighting & Shading


Game Loop

Input Handling



Loading assets
Loading Assets

  • JME3 comes with a handy asset manager that helps you keep your assets structured.

    • assets/Interface/

    • assets/MatDefs/

    • assets/Materials/

    • assets/Models/

    • assets/Scenes/

    • assets/Shaders/

    • assets/Sounds/

    • assets/Textures/

    • build.xml

    • src/...

    • dist/...

Loading assets cont
Loading Assets (cont.)

Add box image texture “BrickWall.jpg”

Loading Textures

Loading assets cont1
Loading Assets (cont.)

Load default font

Loading Texts and Fonts

Loading assets cont2
Loading Assets (cont.)

Load Ogre Model

Loading an Ogre XML Model

Loading assets cont3
Loading Assets (cont.)

Load Local Zip File

Load Zip File via HTTP

Loading Assets From Custom Paths

Loading assets cont4
Loading Assets (cont.)

Ogre XML (.mesh.xml) and JME Binary (.j3o) Model included with Materials included

.obj model didn’t came with materials

Load models with materials

Load models without materials

Loading assets cont5
Loading Assets (cont.)

Load ogre scene

  • Load Ogre Scene

  • How to export OgreXML scenes from Blender to JME:



Default Materials Definition (in jme/core-data/Common)

Materials cont
Materials (cont.)

Create Unshaded Material

Simple Unshaded Texture

Materials cont1
Materials (cont.)

Create Unshaded Material

Activate Transparency

Transparent Unshaded Texture

Materials cont2
Materials (cont.)

You have to use lit material to get nice looks. n a lit material, the standard texture layer is referred to as Diffuse Map, any material can have it. A lit material can additionally have lighting effects such as Shininess used together with the Specular Map layer, and even a realistically bumpy or cracked surface with help of the Normal Map layer.

Materials cont4
Materials (cont.)

Create Lighting Material

Set Diffuse Map Texture

Set Normal Map Texture

Set Shininess

Lighting shading
Lighting & Shading

Create Point Light

JME 3 has three types of light : point light, ambient light, directional light, and spot light.

A PointLight has a location and shines from there in all directions as far as its radius reaches, like a lamp. The light intensity decreases with increased distance from the light source.

Lighting and shading cont
Lighting and Shading (cont.)

Create Directional Light

A DirectionalLight has no position, only a direction. It is considered “infinitely” far away and sends out parallel beams of light. It can cast shadows. You typically use it to simulate sun light.

Lighting and shading cont1
Lighting and Shading (cont.)


Ambient Light

An AmbientLight influences the brightness of the whole scene globally. It has no direction and no location, and does not cast any shadow.

SpotLight is WIP (Work In Progress) …

Lighting and shading cont2
Lighting and Shading (cont.)

Switch Off default Shadow and Add BasicShadowRenderer Scene Processor

BasicShadowRenderer, Use the Shadow Renderer to make textured scene nodes cast and receive shadows.

Lighting and shading cont3
Lighting and Shading (cont.)

Then you need set shadows for every scene that need shadows

Lighting and shading cont4
Lighting and Shading (cont.)

PSSM shadow renderer, The PSSM shadow renderer can cast real-time shadows on curved surfaces. To activate it, add a jMESceneProcessor named com.jme3.shadow.PssmShadowRenderer to the viewPort

Lighting and shading cont5
Lighting and Shading (cont.)

  • You can set the following properties on the pssmRenderer object:

    • setDirection(Vector3f) – the direction of the light

    • setLambda(0.65f) – Factor to use to reduce the split size

    • setShadowIntensity(0.7f) – shadow darkness (1 black, 0 invisible)

    • setShadowZextend() – distance how far away from camera shadows will still be computed

  • Then you need set shadows for every scene that need shadows



  • JME 3 have 3 types of built-in camera : Default Camera, FlyBy Camera, Chase Camera.

  • Default Camera, The default com.jme3.renderer.Camera object is cam in Has default settings.

  • Width and height are set to the current Application's settings.getWidth() and settings.getHeight() values.

  • Frustum Perspective:

    • Frame of view angle of 45° along the Y axis

    • Aspect ratio of width divided by height

    • Near view plane of 1 wu

    • Far view plane of 1000 wu

    • Start location at (0f, 0f, 10f).

    • Start direction is looking at the origin.

Camera cont1
Camera (cont.)

FlyBy Camera, The flyby camera is an extension of the default camera in It is preconfigured to respond to the WASD keys for walking forwards and backwards, and for strafing to the sides. Move the mouse to rotate the camera, scroll the mouse wheel for zooming in or out. The QZ keys raise or lower the camera.

Camera cont3
Camera (cont.)

Chase Camera, jME3 also supports a Chase Cam that can follow a moving target Spatial (com.jme3.input.ChaseCamera).

Camera cont4
Camera (cont.)

Multiple Camera Views, You can split the screen and look into the 3D scene from different camera angles at the same time. In this example, we create four views (2×2) with the same aspect ratio as the normal view, but half the size.

Camera cont5
Camera (cont.)

Setup first view

Setup 2nd – 4th view

Camera cont6
Camera (cont.)

Resizing and positioning viewport.


Game loop
Game Loop

  • Initialization (simpleInit())

  • If exit is requested, then cleanup and destroy

  • Input handling (listeners)

  • Update game state

    • Application States update

    • User update (simpleUpdate() method)

    • Entity logical update (Custom Controls)

  • render

    • Application States rendering

    • Scene rendering

    • User rendering (simpleRender() method)

  • Repeat (goto 2)

Input handling
Input Handling

3 types input handling that JME 3 support : Keyboard, Mouse, and Joystick.

Type of Trigger :

Input handling cont1
Input Handling (cont.)

One trigger One Action

Multiple Trigger

One Action

Add trigger mapping

Input handling cont2
Input Handling (cont.)

  • Create Listeners, JME 3 has 2 type of listeners :


    Use for continuous and gradual actions.

    Examples: Walk, run, rotate, accelerate vehicle, strafe, (semi-)automatic weapon shot

    JME gives you access to:

    the name of the triggered action.

    a gradual value between 0-9 how long the key has been pressed.


    Use for absolute “pressed or released?”, “on or off?” actions.

    Examples: Pause/unpause, a rifle or revolver shot, jump, click to select.

    JME gives you access to:

    the name of the triggered action.

    a boolean whether the key is still pressed or has just been released.

Input handling cont3
Input Handling (cont.)

Register Mappings to Listeners, To activate the mappings, you must register them to the Listener.

Input handling cont4
Input Handling (cont.)

Implements Action

Game programming

To Create Sky Box set sphere boolean value to false

You can use any Node as sky, even complex sets of geometries and quads with animated clouds, blinking stars, city skylines, etc. But, if you want a simple method use SkyFactory in JME 3.

Game programming