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        <dc:date>2012-02-07T13:21:31+00:00</dc:date>
        <dc:creator>normen</dc:creator>
        <title>jme3:advanced:capture_audio_video_to_a_file</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:capture_audio_video_to_a_file?rev=1328620891&amp;do=diff</link>
        <description>So you've made your cool new JMonkeyEngine3 game and you want to
create a demo video to show off your hard work. Or maybe you want to
make a cutscene for your game using the physics and characters in the
game itself.  Screen capturing is the most straightforward way to do
this, but it can slow down your game and produce low-quality video and
audio as a result. A better way is to record video and audio directly
from the game while it is running.</description>
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        <dc:date>2012-02-05T15:55:42+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>sdk:whynoteclipse</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/sdk:whynoteclipse?rev=1328457342&amp;do=diff</link>
        <description>The jMonkeyEngine's default IDE (Integrated Development Environment) bases on the NetBeans RCP (Rich Client Platform). Now there is a RCP for Eclipse too, why isn't Eclipse used as IDE for jMonkey by default? Well, there's several reasons:


	*  Eclipse uses a proprietary GUI system (SWT), NetBeans uses the java-default AWT implementation for which a high-performance canvas display exists in lwjgl/jME3. AWT compatibility allowed e.g. integration of plugins like NeoTexture.
	*  Eclipse projects a…</description>
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        <dc:date>2012-02-05T11:14:24+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>sdk</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/sdk?rev=1328440464&amp;do=diff</link>
        <description>Why jMonkeyEngine SDK?



The jMonkeyEngine SDK (software development kit) is the recommended game development environment for the jMonkeyEngine 3 library. 

The jMonkeyEngine SDK is an integrated development environment (IDE) that provides you with unique plugins for creating jMonkeyEngine 3 game content. You can download and install the jMonkeyEngine SDK as a ready-to-use complete game development environment, rather than using a generic Java IDE. (What's an IDE?)</description>
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        <dc:date>2012-02-05T10:41:23+00:00</dc:date>
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        <title>jme3:beginner:what_s_an_ide</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:what_s_an_ide?rev=1328438483&amp;do=diff</link>
        <description>IDE stands for Integrated Development Environment. For example, NetBeans IDE, Eclipse, IntelliJ (maybe you heard of those before) are generic Java IDEs; jMonkeyEngine SDK is a special IDE for Java game developers.



First: The world without IDEs


Let's say you have no IDE. The typical stuff that you need for game development is:</description>
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        <dc:date>2012-02-04T12:53:41+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3?rev=1328360021&amp;do=diff</link>
        <description>Are you a Java developer who wants to develop 3D games?

	*  Download and install jME3
	*  Create a jME3-based Java project: Using the jMonkeyEngine SDK, simply create a new BasicGame Project. (Recommended) 
Using any other IDE:
		*  Create a standard Java SE project.
		*  Place all JARs from the lib directory on the Classpath.
		*  Extend the base class com.jme3.app.SimpleApplication.</description>
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        <dc:date>2012-02-04T12:45:03+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:nifty_gui_best_practices</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_best_practices?rev=1328359503&amp;do=diff</link>
        <description>This page is a short list of best practices that you should know of when starting to use Nifty GUI. The JME3 tutorials focus on JME3-Nifty integration related details. You will find more features in the Nifty GUI Manual.


	*  Nifty GUI Concepts
	*  Nifty GUI Best Practices
	*  Nifty GUI XML Layout or Nifty GUI Java Layout
	*  Nifty GUI Overlay or Nifty GUI Projection
	*  Nifty GUI Java Interaction</description>
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        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_scenarios?rev=1328358282&amp;do=diff</link>
        <description>This document contains typical NiftyGUI usecase scenarios, such as adding effects, game states, and creating typical game screens. 

Requirements: These tips assume that you have read and understood the Creating JME3 User Interfaces with Nifty GUI tutorial, and have already laid out a basic GUI that interacts with your JME3 application. Here you learn how you integrate the GUI better, and add effects and advanced controls.</description>
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        <dc:date>2012-02-04T12:22:04+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
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        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui?rev=1328358124&amp;do=diff</link>
        <description>You may want your players to press a button to save a game, you want a scrolling text field for highscores, a text label to display the score, drop-downs to select keymap preferences, or checkboxes to specify multi-media options. Usually you solve these tasks by using Swing controls. Although it is possible to embed a jME3 canvas in a Swing GUI, a 3D game typically runs full-screen, or in a window of its own.</description>
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        <dc:date>2012-02-04T11:56:13+00:00</dc:date>
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        <title>jme3:advanced:nifty_gui_java_interaction</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_java_interaction?rev=1328356573&amp;do=diff</link>
        <description>*  Nifty GUI Concepts
	*  Nifty GUI Best Practices
	*  Nifty GUI XML Layout or Nifty GUI Java Layout
	*  Nifty GUI Overlay or Nifty GUI Projection
	*  Nifty GUI Java Interaction


In the previous parts of the tutorial, you created a two-screen user interface. But it is still static, and when you click the buttons, nothing happens yet. The purpose of the GUI is to communicate with your Java classes: Your game needs to know what the users clicked, which settings they chose, which values they enter…</description>
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        <dc:date>2012-02-04T11:55:53+00:00</dc:date>
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        <title>jme3:advanced:nifty_gui_projection</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_projection?rev=1328356553&amp;do=diff</link>
        <description>*  Nifty GUI Concepts
	*  Nifty GUI Best Practices
	*  Nifty GUI XML Layout or Nifty GUI Java Layout
	*  Nifty GUI Overlay or Nifty GUI Projection
	*  Interact with the GUI from Java




Typically you define a key (for example escape) to switch the GUI on and off. Then you overlay the running game with the GUI (you will most likely pause the game then).</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-04T11:55:44+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:nifty_gui_overlay</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_overlay?rev=1328356544&amp;do=diff</link>
        <description>*  Nifty GUI Concepts
	*  Nifty GUI Best Practices
	*  Nifty GUI XML Layout or Nifty GUI Java Layout
	*  Nifty GUI Overlay or Nifty GUI Projection
	*  Interact with the GUI from Java




Typically, you define a key (for example escape) that switches the GUI on and off. The GUI can be a StartScreen, OptionsScreen, CharacterCreationScreen, etc. While the GUI is up, you pause the running game, and then overlay the GUI. You also must switch to a different set of user inputs while the game is paused,…</description>
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    <item rdf:about="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_java_layout?rev=1328356532&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-04T11:55:32+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:nifty_gui_java_layout</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_java_layout?rev=1328356532&amp;do=diff</link>
        <description>*  Nifty GUI Concepts
	*  Nifty GUI Best Practices
	*  Nifty GUI XML Layout or Nifty GUI Java Layout
	*  Nifty GUI Overlay or Nifty GUI Projection
	*  Interact with the GUI from Java


Work in progress You can &quot;draw&quot; the GUI to the screen by writing Java code -- alternatively to using XML. Typically you lay out the static base GUI in XML, and use Java commands if you need to change the GUI dynamically at runtime. In theory, you can also lay out the whole GUI in Java (but we don't cover that here…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-04T11:55:25+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:nifty_gui_xml_layout</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_xml_layout?rev=1328356525&amp;do=diff</link>
        <description>*  Nifty GUI Concepts
	*  Nifty GUI Best Practices
	*  Nifty GUI XML Layout or Nifty GUI Java Layout
	*  Nifty GUI Overlay or Nifty GUI Projection
	*  Interact with the GUI from Java


You can &quot;draw&quot; the GUI to the screen by writing XML code (alternatively you can also use Java).</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-04T11:36:49+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:terminology</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:terminology?rev=1328355409&amp;do=diff</link>
        <description>Before you start, make certain you are familiar with the following concepts and terminology. 

OpenGL is the Open Graphics Library, a platform-independent specification for rendering 2D/3D computer graphics. For Java, there are two implementations of OpenGL-based renderers:</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-04T10:44:40+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:animation</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:animation?rev=1328352280&amp;do=diff</link>
        <description>In 3D games, you do not only load static 3D models, you also want to be able to trigger animations in the model from the Java code. 

Requirements


JME3 only loads and plays animated models, it does not create them. 

What is required for an animated model? (See also: Animation terminology)</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-04T03:02:53+00:00</dc:date>
        <dc:creator>sbook</dc:creator>
        <title>sdk:increasing_heap_memory</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/sdk:increasing_heap_memory?rev=1328324573&amp;do=diff</link>
        <description>If you've been working on a large scene in the SDK, there is a good chance that you will need to increase the size of Java's heap space (which is quite small by default). What is heap space?

To increase the amount of heap space allocated to the SDK, we must navigate to the SDK's installation directory and edit the etc/jmonkeyplatform.conf file.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-02-03T21:26:42+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:light_and_shadow</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:light_and_shadow?rev=1328304402&amp;do=diff</link>
        <description>[Examples of shading and lighting.]

Light and Shadow are two separate things in 3D engines, although we percieve them together in real life:

	*  Lighting means that an object is brighter on the side facing the light direction, and darker on the backside. Computationally, this is relatively easy. 
	*  Lighting does not mean that objects cast a shadow on the floor or other objects: Activating shadow processing is an additional step described here. Since casting shadows has an impact on performan…</description>
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    <item rdf:about="http://jmonkeyengine.org/wiki/doku.php/documentation?rev=1328299895&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-03T20:11:35+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>documentation</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/documentation?rev=1328299895&amp;do=diff</link>
        <description>You are a Java developer who wants to write 3D games that run on Windows, Mac, Linux, the web, and Android platform? Then you have come to the right place. The jMonkeyEngine framework (jME) is a high-performance, 3D scenegraph-based graphics API with state-of-the-art features.</description>
    </item>
    <item rdf:about="http://jmonkeyengine.org/wiki/doku.php/jme3:setting_up_netbeans_and_jme3?rev=1328298491&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-03T19:48:11+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:setting_up_netbeans_and_jme3</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:setting_up_netbeans_and_jme3?rev=1328298491&amp;do=diff</link>
        <description>For development with the jMonkeyEngine 3, we recommend to use the jMonkeyEngine SDK.

Alternatively, you can use your favorite IDE: In this tutorial we show how to download and set up the latest nightly build of the jMonkeyEngine 3 for use with the NetBeans IDE. Instructions for Eclipse are also available.</description>
    </item>
    <item rdf:about="http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_terrain?rev=1328204511&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-02T17:41:51+00:00</dc:date>
        <dc:creator>jonhoye</dc:creator>
        <title>jme3:beginner:hello_terrain - Debugged ImageBasedHeightMap call for SDK 3.0beta.</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_terrain?rev=1328204511&amp;do=diff</link>
        <description>Previous: Hello Collision,
Next: Hello Audio

One way to create a 3D landscape is to sculpt a huge terrain model. This gives you a lot of artistic freedom -- but rendering such a huge model can be quite slow. This tutorial explains how to create fast-rendering terrains from heightmaps, and how to use texture splatting to make the terrain look good.</description>
    </item>
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