Daniel Selman's Java 3D Programming PDF

By Daniel Selman

ISBN-10: 1930110359

ISBN-13: 9781930110359

Java 3D Programming steps programmers throughout the very important layout and implementation levels of constructing a winning Java 3D program. The e-book offers useful assistance on no matter if to exploit Java 3D, consumer interface layout, geometry production, scene manipulation and ultimate optimizations. The booklet doesn't try and exhaustively hide the API or reflect the respectable documentation yet relatively serves as a roadmap to alert programmers of layout concerns and capability pitfalls.

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Extra resources for Java 3D Programming

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In the F1 example, trees, billboards, and bales might all be good candidates for some form of compilation optimization. info Level of detail independent A scenegraph branch should be able to have new child Nodes added to introduce new complexity into the scene, without disrupting other scenegraph branches. Polymorphic (customizable) By replacing child elements of a parent Group, you should be able to create new but related scenegraph branches. ” Do not make objects that are often visible (such as the trees in the Trees Group) of such high level of detail that they negatively impact application performance.

Geometry nodes—Shape3D, Background, and so forth. These objects are derived from Leaf and define visible geometry within the application’s virtual world. • Control or influence nodes—Behaviors, Morph, Light, Sound, Clip, and so forth. These define application behavior and are typically not directly related to the geometry used within the application. , they can contain child Nodes). A TransformGroup also contains translation, scaling, and rotation information that it applied to its child Nodes.

You should now be wondering how, with 1,473 distinct objects in your scenegraph and only eight classes of objects, you can organize the objects in your world so that you minimize memory overhead and rendering time but maximize programming flexibility. ” It does not mean that the items are static relative to the center of the universe or even (potentially) relative to the center of the Earth. So, static and dynamic in this example have defined movement relationships between the items listed and the circuit.

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Java 3D Programming by Daniel Selman


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