The good news is there’s never been a better time to attempt designing a 3D game. The internet is a treasure trove of great resources to help you along, no matter what programming platform you want to use. This guide focuses on Unity (because of its popularity in the industry) and includes Java and some other programming tools, too. Java 3D's programming model allows the Java 3D API to do the mundane tasks, such as scene graph traversal, managing attribute state changes, and so forth, thereby simplifying the application's job. Java 3D does this without sacrificing performance. Some well-reviewed books on JavaFX include Pro JavaFX 8, JavaFX 8 - Introduction by Example, and, of particular interest to game developers, Beginning Java 8 Games Development. In this tutorial, I've introduced you to JavaFX classes that are useful in game programming.
An android game with the animation done in Java3D is here: Reversi; A nice Java 3D boardgame: Connect4. The first of dozens of virtualized traditional games. Want to learn more about Java 3D? There is training course from objectlessons.com; The first 3D game using Java 3D. Jump across the pyramid. About this book Java 3D is a client−side Java application programming interface (API) developed at Sun Microsystems for rendering interactive 3D graphics using Java. Using Java 3D you will be able to develop richly interactive 3D applications, ranging from immersive games to scientific visualization applications. Who should read it? This is a beginners guide to programming with Java 3D. You can download the whole document in Word format, or choose a link from the table of contents below.
The first thing that needs to be made is a main class. The main class will handle displaying images to the user, calling on other classes to recalculate what should be displayed to the player, and updating the position of the camera.
For this class the imports will be:
The class and its variables will look like this:
Note that the map can be reconfigured to whatever you want, what I have here is merely a sample. The numbers on the map represent what type of wall will be at that position. A 0 represents empty space while any other number represents a solid wall and the texture that goes with it. The BufferedImage is what is displayed to the user, and pixels is an array of all the pixels in the image. The other variables won't really appear again, they are just used to get the graphics and program working properly.
The constructor will look like this for now:
Most of this is just initialization of the class variables and the frame. The code after 'pixels =' connects pixels and image so that any time the data values in pixels are changed the corresponding changes appear on the image when it is displayed to the user.
The start and stop methods are simple and used to make sure the program safely starts and ends.
The final two methods that need to be in the Game class are the render and run methods. The render method will look like this:
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A buffer strategy is used when rendering so that screen updates are smoother. Overall, using a buffer strategy just helps the game look better when running. To actually draw the image to the screen a graphics object is obtained from the buffer strategy and used to draw our image.
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The run method is very important because it handles how often different parts of the program are updated. To do this it uses some code to keep track of when 1/60th of a second has passed, and when it has the screen and camera are updated. This enhances how smoothly the program runs. The run method looks like this:
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Once all of these methods, constructors, and variables are in then the only thing left to do in the Game class at the moment is to add a main method. The main method is very easy all you have to do is:
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And now the main class is done for the moment! If you run the program now a black screen should pop up.