Game Development Reference
In-Depth Information
Introduction
In Chapter 1 , SDK Game Development Hub , we used Terrain Editor to manually create a
heightmap and Scene Composer to put things together into scenes. Those were the two
ways of creating worlds in jMonkeyEngine. In this chapter, we'll look into creating worlds
using code or procedural generation. This can often be very quickly set up, but getting it
right (and performant) can be tricky. To achieve this, we will make use of techniques such
as custom meshes and batching. Batching is a method of taking several geometries using
the same Material instance and creating one mesh out of all their meshes. This can sig-
nificantly improve the performance of the application.
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