It’s quite a few years now since I wrote any games but I expect the same old techniques are still used – e.g.
#Java 3d tutorial game code#
Also, I don’t think Java apps are quite as quick as C generated native code apps. Not really familiar with Java, I too thought that Java lacked the pointer manipulation of C. With 3D games, tools such as, say, 3D Studio or even autocad, are used to provide model and maybe surface meshes. 3D games, more often than not, use vector graphics with fast fill routines/rendering engines. Actual genuinely pixel-accurate collision detection is usually a major speed killer and CPU cycles hogger and is usually not necessary. For sophisticated ‘pixel accurate’ collision games, a circular pick region is usually used. For many games, where, say, sprites are used, a simple, very quick to check, rectangular pick area is sufficient. Many games use a standard ‘pick area’ for collision testing. How accurate and fast the detection is is usually decided by the game. In almost all games, most of the logic of the game centers around the collision detection.
![java 3d tutorial game java 3d tutorial game](https://i.ytimg.com/vi/eSZAMyrr3JE/maxresdefault.jpg)
![java 3d tutorial game java 3d tutorial game](https://64.media.tumblr.com/4865ee78040121c79a1196da5078c0cf/tumblr_o2718bp5yC1u90fgu_og_1280.jpg)
But the other concern (and arguably, really the main concern) is ‘collision’ detection.
![java 3d tutorial game java 3d tutorial game](https://content.instructables.com/ORIG/FCC/1SQI/K7RRB2BE/FCC1SQIK7RRB2BE.png)
The main parts of a game (‘arcade’ type games assumed here) – from a programmer’s perspective are fluid, flicker-free and fast movement. Games programming, including 3D, games, is possible in Java – but not having written any Java games myself I can’t really comment on using Java for writing games. Hi ‘C’ is the best programming language for games – given the right libraries.