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        <dc:date>2012-02-04T03:02:53+00:00</dc:date>
        <dc:creator>sbook</dc:creator>
        <title>sdk:increasing_heap_memory</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/sdk:increasing_heap_memory?rev=1328324573&amp;do=diff</link>
        <description>If you've been working on a large scene in the SDK, there is a good chance that you will need to increase the size of Java's heap space (which is quite small by default). What is heap space?

To increase the amount of heap space allocated to the SDK, we must navigate to the SDK's installation directory and edit the etc/jmonkeyplatform.conf file.</description>
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        <dc:date>2012-02-04T02:43:52+00:00</dc:date>
        <dc:creator>sbook</dc:creator>
        <title>sdk - Added link to page for increasing heap memory in the SDK</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/sdk?rev=1328323432&amp;do=diff</link>
        <description>What is the jMonkeyEngine SDK?



The jMonkeyEngine SDK (software development kit) is a game development environment for jMonkeyEngine 3. Download the SDK and join the jMonkey project to keep up with the latest activity!

The jMonkeyEngine SDK is an IDE that provides you with specialized plugins for creating jMonkeyEngine 3 game content. You can download and install the jMonkeyEngine SDK as a ready-to-use complete game development environment, rather than using just a generic IDE to work with ra…</description>
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        <dc:date>2012-02-03T21:26:42+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:light_and_shadow</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:light_and_shadow?rev=1328304402&amp;do=diff</link>
        <description>[Examples of shading and lighting.]

Light and Shadow are two separate things in 3D engines, although we percieve them together in real life:

	*  Lighting means that an object is brighter on the side facing the light direction, and darker on the backside. Computationally, this is relatively easy. 
	*  Lighting does not mean that objects cast a shadow on the floor or other objects: Activating shadow processing is an additional step described here. Since casting shadows has an impact on performan…</description>
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        <title>documentation</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/documentation?rev=1328299895&amp;do=diff</link>
        <description>You are a Java developer who wants to write 3D games that run on Windows, Mac, Linux, the web, and Android platform? Then you have come to the right place. The jMonkeyEngine framework (jME) is a high-performance, 3D scenegraph-based graphics API with state-of-the-art features.</description>
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        <dc:date>2012-02-03T19:48:11+00:00</dc:date>
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        <title>jme3:setting_up_netbeans_and_jme3</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:setting_up_netbeans_and_jme3?rev=1328298491&amp;do=diff</link>
        <description>For development with the jMonkeyEngine 3, we recommend to use the jMonkeyEngine SDK.

Alternatively, you can use your favorite IDE: In this tutorial we show how to download and set up the latest nightly build of the jMonkeyEngine 3 for use with the NetBeans IDE. Instructions for Eclipse are also available.</description>
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        <dc:date>2012-02-02T17:41:51+00:00</dc:date>
        <dc:creator>jonhoye</dc:creator>
        <title>jme3:beginner:hello_terrain - Debugged ImageBasedHeightMap call for SDK 3.0beta.</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_terrain?rev=1328204511&amp;do=diff</link>
        <description>Previous: Hello Collision,
Next: Hello Audio

One way to create a 3D landscape is to sculpt a huge terrain model. This gives you a lot of artistic freedom -- but rendering such a huge model can be quite slow. This tutorial explains how to create fast-rendering terrains from heightmaps, and how to use texture splatting to make the terrain look good.</description>
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        <dc:date>2012-01-27T23:38:04+00:00</dc:date>
        <dc:creator>Tumaini</dc:creator>
        <title>jme3:advanced:nifty_gui_popup_menu - Added some more information</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:nifty_gui_popup_menu?rev=1327707484&amp;do=diff</link>
        <description>Even though you create and populate the popup menu in Java, you still need a &quot;placeholder&quot; in your XML file.
The popup element needs to be placed outside of any screen!


&lt;useControls filename=&quot;nifty-default-controls.xml&quot;/&gt;
...
&lt;popup id=&quot;niftyPopupMenu&quot; childLayout=&quot;absolute-inside&quot;
       controller=&quot;ControllerOfYourChoice&quot; width=&quot;10%&quot;&gt;
  &lt;interact onClick=&quot;closePopup()&quot; onSecondaryClick=&quot;closePopup()&quot; onTertiaryClick=&quot;closePopup()&quot; /&gt;
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...</description>
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        <dc:date>2012-01-27T00:06:20+00:00</dc:date>
        <dc:creator>normen</dc:creator>
        <title>jme3_maven</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3_maven?rev=1327622780&amp;do=diff</link>
        <description>Update:  We now have a snapshot in Maven Central based on the JMonkey nightly build of 2011-12-15!

Stub22 recommends that you now begin using the Maven Central snapshots, by copy-pasting from this example pom.xml file: 

&lt;https://www.assembla.com/code/friendularity/subversion/nodes/trunk/maven/org.friendularity.demo.jme3.maven/pom.xml&gt;</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-01-24T17:14:19+00:00</dc:date>
        <dc:creator>normen</dc:creator>
        <title>jme3:beginner:hello_asset</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_asset?rev=1327425259&amp;do=diff</link>
        <description>Previous: Hello Node,
Next: Hello Update Loop

In this tutorial we will learn to load 3-D models and text into the scene graph, using the jME asset manager. You also learn how to arrive at the correct paths, and which file formats to use.



SDK

Code Sample


package jme3test.helloworld;

import com.jme3.app.SimpleApplication;
import com.jme3.font.BitmapText;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-01-23T17:42:41+00:00</dc:date>
        <dc:creator>androlo</dc:creator>
        <title>jme3:contributions:vegetationsystem:grass</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:contributions:vegetationsystem:grass?rev=1327340561&amp;do=diff</link>
        <description>Here you will learn how to use the grass system. You need to read the grassloader part to get it running, the rest is optional.

The GrassLoader (Basic)


Grass is put into the scene through the grassloader. There are five steps to set it up.

1) Set up the Forester object. The forester contains factory methods for grass/treeloader and is used by
the loaders for quick access to application data. Its sort of the root class of this lib.</description>
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        <dc:date>2012-01-19T21:48:20+00:00</dc:date>
        <dc:creator>normen</dc:creator>
        <title>jme3:beginner:hello_picking</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_picking?rev=1327009700&amp;do=diff</link>
        <description>Previous: Hello Animation,
Next: Hello Collision

Typical interactions in games include shooting, picking up objects, and opening doors. From an implementation point of view, these apparently different interactions are surprisingly similar: The user first aims and selects a target in the 3D scene, and then triggers an action on it. We call this process picking.</description>
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        <dc:date>2012-01-16T17:32:49+00:00</dc:date>
        <dc:creator>normen</dc:creator>
        <title>sdk:development:setup</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/sdk:development:setup?rev=1326735169&amp;do=diff</link>
        <description>Note that the creation of a Module Suite is only necessary if you want to upload your plugin to the contribution update center.


Using jMonkeyEngine SDK for development (preferred)

	*  Install the &quot;Netbeans Plugin Development&quot;, &quot;NetBeans API Documentation&quot; and &quot;GUI Builder&quot; plugins via Tools-&gt;Plugins
	*  Create a new &quot;Module Suite&quot; project (can be any name, this will be your local &quot;collection&quot; of plugins that you create)
	*  If no platform is listed, add one by selecting the SDK application fo…</description>
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        <dc:date>2012-01-15T20:07:14+00:00</dc:date>
        <dc:creator>bortreb</dc:creator>
        <title>jme3:advanced:collision_and_intersection - don't know what &quot;q&quot; is, mesh makes more sense</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:collision_and_intersection?rev=1326658034&amp;do=diff</link>
        <description>The term collision can be used to refer to physical interactions (where physical objects collide, push and bump off one another), and also to non-physical intersections in 3D space. This article is about the non-physical (mathematical) collisions.

Non-physical collision detection is interesting because it uses less computing resources than physical collision detection. The non-physical calculations are faster because they do not have any side effects such as pushing other objects or bumping off…</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-01-15T19:31:01+00:00</dc:date>
        <dc:creator>zathras</dc:creator>
        <title>jme3:advanced:walking_character</title>
        <link>http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:walking_character?rev=1326655861&amp;do=diff</link>
        <description>In the Hello Collision tutorial and the TestQ3.java code sample you have seen how to create collidable landscapes and walk around in a first-person perspective. The first-person camera is enclosed by a collision shape and is steered by a CharacterControl.</description>
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