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Learn how to write your first interactive 3D game using the game-math library. Also learn how to write a Java program that simulates flocking behavior such as that exhibited by birds and fish and how to incorporate that behavior in a game.

Table of contents

Preface

This module is one in a collection of modules designed for teaching GAME2302 Mathematical Applications for Game Development at Austin Community College in Austin, TX.

What you have learned

In the previous module, you learned how to update the game-math library to support 3D math, how to program the equations for projecting a 3D world onto a2D plane, how to add vectors in 3D, about scaling, translation, and rotation of a point in both 2D and 3D, about the rotation equations and how to implementthem in both 2D and 3D, and much more.

What you will learn

In this module, you will learn how to write your first interactive 3D game using the game-math library named GM01 . You will also learn how to write a Java program that simulates flocking behavior such as that exhibited by birdsand fish and how to incorporate that behavior into a game. Finally, you will examine three other programs that illustrate various aspects of both 2D and 3Danimation using the game-math library.

Viewing tip

I recommend that you open another copy of this module in a separate browser window and use the following links to easily find and view the Figuresand Listings while you are reading about them.

Figures

  • Figure 1 . A school of red prey fish being attacked by a blue predator.
  • Figure 2 . Screen shot of the graphic output from GM01test04.
  • Figure 3 . Screen shot of the graphic output from GM01test03.
  • Figure 4 . Screen shot of the graphic output from StringArt04.
  • Figure 5 . Prey fish in a large swirling cluster.
  • Figure 6 . Formation starting to break up due to closeness of the predator.
  • Figure 7 . 100 prey fish trying to occupy the same location in 3D space.
  • Figure 8 . 100 prey fish maintaining a reasonable separation in 3D space.
  • Figure 9 . Twelve predators swimming in a hexagon formation in GM01test04.
  • Figure 10 . Six predators swimming in a diamond formation.
  • Figure 11 . Screen output from Exercise 1.
  • Figure 12. Screen output from Exercise 4.
  • Figure 13 . Screen output from Exercise 5.

Listings

  • Listing 1 . Abbreviated constructor for the GUI class in GM01test08.
  • Listing 2 . Beginning of the actionPerformed method in GM01test08.
  • Listing 3 . Code that services the Attack button.
  • Listing 4 . Code that services the Stop button.
  • Listing 5 . Beginning of the Animate class and the run method.
  • Listing 6 . Create the population of prey fish.
  • Listing 7 . Create and position the predator object.
  • Listing 8 . A few more housekeeping details.
  • Listing 9 . Beginning of the animation loop.
  • Listing 10 . Cause all of the prey fish to spiral toward the center.
  • Listing 11 . Create a rotated vector.
  • Listing 12 . Move the prey fish object based on the sum of the vectors.
  • Listing 13 . Save a clone of the relocated prey fish object.
  • Listing 14 . Save a normalized direction vector.
  • Listing 15 . Code for when the population contains only one prey fish.
  • Listing 16 . Separate the prey fish.
  • Listing 17 . The remainder of the inner loop.
  • Listing 18 . Save the primary prey fish object and do another iteration.
  • Listing 19 . Prey fish objects react to the predator.
  • Listing 20 . Prey fish object takes evasive action.
  • Listing 21 . Test the separation again.
  • Listing 22 . Restore the prey fish to the population.
  • Listing 23 . Keep the prey fish in the playing field.
  • Listing 24 . Erase the off-screen image and draw the large circle.
  • Listing 25 . Draw the prey fish on the off-screen image.
  • Listing 26 . Cause the predator to slowly circle the cluster of prey fish.
  • Listing 27 . Execute the attack.
  • Listing 28 . Draw the predator on the off-screen image.
  • Listing 29 . Copy off-screen image, insert time delay, etc.
  • Listing 30 . Source code for the game-math library named GM01.
  • Listing 31 . Source code for the game program named GM01test08.
  • Listing 32 . Source code for the program named GM01test04.
  • Listing 33 . Source code for the program named GM01test03.
  • Listing 34 . Source code for the program named StringArt04.

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Source:  OpenStax, Game 2302 - mathematical applications for game development. OpenStax CNX. Jan 09, 2016 Download for free at https://legacy.cnx.org/content/col11450/1.33
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