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The only really interesting code in Listing 25 is the statement that calls the rotate method of the game-math library on each Point3D object inside a for loop near the bottom of the listing. Knowing what you do about the rotate method, you should have no problem understanding the code in Listing 25 .
End of the discussion
That concludes the discussion of the program named StringArt03 . You will find a complete listing of this program in Listing 32 .
Click here to download a zip file containing standard javadoc documentation for the library named GM01 . Extract the contents of the zip file into an empty folder and open the filenamed index.html in your browser to view the documentation.
Although the documentation doesn't provide much in the way of explanatory text (see Listing 26 and the explanations given above) , the documentation does provide a good overview of the organization and structure of the library. You may find it helpful in that regard.
The homework assignment for this module was to study the Kjell tutorial through Chapter6 - Scaling and Unit Vectors .
The homework assignment for the next module is to continue studying the same material.
In addition to studying the Kjell material, you should read at least the next two modules in this collection and bring your questions about that material tothe next classroom session.
Finally, you should have begun studying the physics material at the beginning of the semester and you should continue studying one physics moduleper week thereafter. You should also feel free to bring your questions aboutthat material to the classroom for discussion.
I encourage you to copy the code from Listing 26 through Listing 32 . Compile the code and execute it in conjunction with the game-math library provided in Listing 26 . Experiment with the code, making changes, and observing the results of your changes. Make certain that youcan explain why your changes behave as they do.
The most important thing that you learned in this module was how to update the game-math library to support 3D math and how to produce 3D images similar tothat shown in Figure 1 . You learned much more than that however. Some highlights of the things you learned are:
In the next module in this collection, you will learn how to write your first interactive 3D game using the game-math library. You will also learn how towrite a Java program that simulates flocking behavior such as that exhibited by birds and fish and how to incorporate that behavior into a game.
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