mjbWorld program - brainstorm of possible book chapters

Chapter Contains
Theory
  • Three dimensional geometry.
  • X,Y,Z coordinates.
  • Vertex, Vectors and Normals.
  • Texture mapping.
  • 3D transforms
  • Scene Graphs
Practical issues
  • Java version 1.2
  • Java Media extensions.
  • Applications vs. Applets.
  • Hardware acceleration Direct3D and OpenGL.
  • Interworking with swing component
Design of JWorld
  • Overall architecture and design goals.
  • What data we need to store.
  • The Tree structure.
Bean interfaces
  • how the program uses bean interfaces
  • properties
  • property editors
  • 'Glasgow' interface
The code Explanation of the main classes and what they do
Implementing shapes How the program implements the box, sphere, cone, etc.
Storing worlds VRML file format
Picking How the user interacts with the program by using the mouse.
Behaviors
  • How movement is implemented in the program
  • Collisions, detecting and acting on.
  • Simulating the physical world.
Gaming and simulation  
Rendering
  • Issues of raytracing vs. the methods used in Java3D
  • Outputing to JPEG file
Animation
  • timeline animation
  • flythoughs
  • output to movie using Java media extensions
   
Ideas for extending the program.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   

 


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