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<META name=vsisbn content="1571690433"><META name=vstitle content="Black Art of Java Game Programming"><META name=vsauthor content="Joel Fan"><META name=vsimprint content="Sams"><META name=vspublisher content="Macmillan Computer Publishing"><META name=vspubdate content="11/01/96"><META name=vscategory content="Web and Software Development: Programming, Scripting, and Markup Languages: Java"><TITLE>Black Art of Java Game Programming:Building 3D Applets with App3Dcore</TITLE>
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<font face="arial, helvetica" size="-1" color="#336633"><b>Black Art of Java Game Programming</b></font>
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<font face="arial, helvetica" size="-1"><i>by Joel Fan</i>
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Sams, Macmillan Computer Publishing
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<b>ISBN:</b> 1571690433<b> Pub Date:</b> 11/01/96</font>
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<P>The player can be controlled from the keyboard with a set of commands that apply to all vehicles. The commands are easily deduced by looking at the source of the applet.
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<H3><A NAME="Heading80"></A><FONT COLOR="#000077">Suggestion Box</FONT></H3>
<P>As you have seen by now, developing 3D games using the App3Dcore in conjunction with the game layer is very easy, since most of the work is done for you behind the scenes. You can, at this point, build your own objects and insert them in the virtual world using the template supplied to you.
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<P>You can, for example, change the HTML file, giving the tank extreme capabilities.</P>
<P>Other extensions might be to design your own weapons. By changing the source for the generic missile, you could turn it into a homing missile. You can design mines easily by using the source for the bomb. Just let it rest on the ground, and when a collision occurs, let it explode.</P>
<H3><A NAME="Heading81"></A><FONT COLOR="#000077">Summary</FONT></H3>
<P>In this chapter you have learned how to use the core by extending the most vital classes. You have seen how to implement some simple behavior, like the bouncing boxes. The behavior was implemented by overriding methods in the core classes. You have also seen how the core can be extended with a whole layer of classes that turned it from a bare-bones engine into a more specialized game engine. The classes developed in the game layer implemented all the basic behavior of the most commonly used objects in games. With this platform to stand on, we have developed a small but relatively complex 3D game.
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