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mixture:
语句int num1, num2;的频度为1;语句i=0;的频 ...
算法时间复杂度的计算 [整理] -
zxjlwt:
学习了。http://surenpi.com
[问题解决]Error: ShouldNotReachHere() [整理] -
Animal:
谢谢 楼主 好东西
算法时间复杂度的计算 [整理] -
univasity:
gaidandan 写道缓存失败,,模拟器上可以缓存,同样代码 ...
[开发总结]WebView使用中遇到的一些问题&解决 -
blucelee2:
那么麻烦干吗,而且这种方法会导致,当拉太小的时候样式会丢掉,整 ...
[SWT]SashForm中固定单侧大小(&实现面板隐藏)
Series of 3D programming tutorials for mobile devices using M3G (JSR 184)
Sony
Ericsson announced its first mobile Java 3D-enabled phones in March
2004. A lot has happened since then. Sony Ericsson has to date
introduced “mobile Java 3D” (JSR-184 Mobile 3D Graphics) in 21 of its
mobile phones, showing its commitment for this emerging technology and
firm belief in mobile 3D gaming as one of the key drivers of mobile
entertainment. This is the broadest portfolio, from entry-level to
high-end segment, that any GSM/UMTS handset manufacturer has with 3D
today.
On Sony Ericsson Developer World's dedicated Mobile Java 3D web section (www.SonyEricsson.com/developer
),
a series of tutorials have been published complete with source code and
application packages to help you get started with Mobile Java 3D
development. The fourth tutorial has just been released, so there is
plenty of comprehensive material to now go through. The tutorials have
been created by Mikael Baros, senior programmer at Redikod. Mikael is a
regular contributor to the Sony Ericsson Developer World discussion
forums. Redikod from Malmo in the south of Sweden has been developing
web and mobile games since 1997, and this small company is now one of
the leaders in the Nordic games industry.
Check out the JSR-184 tutorial series below.
Part One: Quick jump into the world of Mobile Java 3D programming
[博客中浏览]
http://developer.sonyericsson.com/site/global/techsupport/tipstrickscode/mobilejava3d/p_java3d_tutorial_part1_compliments_redikod.jsp
The
goal of this tutorial is to teach you how to set up your own 3D Canvas
and make it render stuff on screen. To render models, you are first
shown how to load them and about the tools that are available to create
M3G models. The tutorial finishes by manipulating the camera some so
that you can walk around in your scene.
Part two: Light 3D theory and orientation
[博客中浏览]
http://developer.sonyericsson.com/site/global/techsupport/tipstrickscode/mobilejava3d/p_java3d_tutorial_part2_compliments_redikod.jsp
The
goal of this tutorial is to give you a good enough understanding of 3D
math for you to be able to utilize JSR 184's translation and orientation
methods. You are guided through 3D coordinate systems, translation in
3D space and orientation around a vector. Also, you'll be able to use
this newfound knowledge at the end of the tutorial to rotate meshes in
code and place them in 3D space.
Part three: Particle systems and immediate mode rendering
[博客中浏览]
http://developer.sonyericsson.com/site/global/techsupport/tipstrickscode/mobilejava3d/p_java3d_tutorial_part3_compliments_redikod.jsp
The
goal of this tutorial is to go through how to gain total control over
the rendering process (immediate rendering) and how to create a very
nice particle system. The tutorial will show you how to render the same
object several times, with different transformations. This is called
immediate mode. You'll learn how powerful such a mode is for a great
many things. Also, this tutorial will be the base of the more advanced
tutorials to come, since you'll almost exclusively be using immediate
mode for rendering from now on.
Part four: M3G built-in collision, light physics and camera perspective
[博客中浏览]
http://developer.sonyericsson.com/site/global/techsupport/tipstrickscode/mobilejava3d/p_java3d_tutorial_part4_compliments_redikod.jsp
This
tutorial will teach you some very important things regarding the
dynamics of any 3D game, namely collision and physics. You'll aalso be
shown how the camera perspective matrix works and what you can do by
manipulating it. This is what you'll hopefully accomplish by reading and
practising this tutorial:
- Learn about the perspective matrix and camera manipulation
- Learn how to use M3G's built-in mechanism for fast collision detection
- Gain a basic understanding of how physics can alter a game's feel towards being more realistic
- Implement a very simple pong-like game in 3D
<补充:>
Part five: Heightmap terrain rendering using M3G [博客中浏览]
发表评论
-
对Java的I/O流理解
2011-02-19 23:04 1958这是很久前另一个BLOG上的,现在不用了。转过来吧,方便查看. ... -
A*寻路(J2ME实现)
2011-02-19 23:00 1278这是很久前另一个BLOG上的,现在不用了。转过来吧,方便查看. ... -
J2ME上检测是否支持特定的API
2011-02-19 22:59 1512这是很久前另一个BLOG上的,现在不用了。转过来吧,方便查看. ... -
J2me paint[转]
2011-02-19 22:58 1427这是很久前另一个BLOG上的,现在不用了。转过来吧,方便查看. ... -
[JSR-184][3D编程指南(译文)]第一部分:快速进入移动JAVA 3D编程世界
2011-01-23 00:37 1704[英文原文&源码下载] ... -
[JSR-184][3D编程指南]Part V: Heightmap terrain rendering using M3G
2011-01-22 23:13 1877<!-- 整理收集自网络,收藏以便日后查阅 --> ... -
[JSR-184][3D编程指南]Part IV:M3G built-in collision,light physics and camera perspec
2011-01-22 23:04 2121<!-- 整理收集自网络,收藏以便日后查阅 --> ... -
[JSR-184][3D编程指南]Part III: Particle systems and immediate mode rendering (2)
2011-01-22 22:56 1530<!-- 整理收集自网络,收藏以便日后查阅 --> ... -
[JSR-184][3D编程指南]Part III: Particle systems and immediate mode rendering (1)
2011-01-22 22:48 2218<!-- 整理收集自网络,收藏以便日后查阅 --> ... -
[JSR-184][3D编程指南]Part II: Light 3D theory and orientation
2011-01-22 22:29 1512<!-- 整理收集自网络,收藏以便日后查阅 --> ... -
[JSR-184][3D编程指南]Part I: Quick jump into the world of Mobile Java 3D programming
2011-01-22 22:07 2313<!-- 整理收集自网络,收藏以便日后查阅 --> ... -
[Kuix][转]Kuix的事件处理机制
2009-10-08 18:19 1651原文连接 kuix这 ... -
[积累]getResourceAsStream()返回null的问题
2009-03-13 22:04 2645getResourceAsStream()可以获取JAR包内的 ... -
[资料]根据J2ME(MIDP)虚拟机对程序编写的优化方式
2009-02-27 09:39 14381、关于虚拟机 我认为 ... -
[资料]MIDP2.0中如何通过代码画半透明的圆和椭圆
2009-02-27 09:10 1600最近在做一个小Demo时,需要画一个半透明的圆,看遍M ... -
[资料]MIDP设计模式之集结贴[JavaME]
2009-02-23 22:07 13821: 架构性宣言: MI ... -
[资料]MVC在J2ME项目中的应用之MVC慨述
2009-02-23 21:48 1267内容提要: 本文简要的介绍了MVC模式的思想,并分析了M ... -
[资料]基于MVC模式的J2ME应用程序框架设计
2009-02-23 21:24 2848原文:http://www.mcu123.com/ ... -
[资料]线程在J2ME应用中的使用
2009-02-22 17:05 1593简要说明: 非常好的一篇文章,谈论到了线程各个方面的问题 ... -
[JSR-135][资料]渐进式下载
2009-02-22 16:17 1890Progressive download ...
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