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@@ -1,10 +1,6 @@
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= 3D Game Development Terminology
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-:author:
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-:revnumber: 2.0
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-:revdate: 2-28-2020
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-:relfileprefix: ../
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-:imagesdir: ..
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-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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+:revnumber: 3.0
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+:revdate: 2020/07/13
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Before you start, make certain you are familiar with the following concepts and terminology.
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@@ -203,7 +199,7 @@ Environment Mapping or Reflection Mapping is used to create the impression of re
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You create a Cube Map to represent your environment; Sphere Maps are also possible, but often look distorted. Basically you give the environment map a set of images showing a "`360°`" view of the background scene – very similar to a skybox. The renderer maps the environment on the texture of the reflective surface, which results in an acceptable "`glass/mirror/water`" effect. Just like a skybox, the reflection map is static, so dynamic things (such as the player walking) are not part of the reflection. (!)
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-See also: <<jme3/advanced/water#,Water>>.
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+See also: xref:ROOT:jme3/advanced/water.adoc[Water].
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=== MIP Map Texture
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@@ -213,7 +209,7 @@ MIP Map means that you provide one texture in two or three resolutions in one fi
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=== Procedural Textures
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-A procedural texture is generated from repeating one small image, plus some pseudo-random, gradient variations (called Perlin noise). Procedural textures look more natural than static rectangular textures, and they look less distorted on spheres. On big meshes, their repetitiveness is much less noticable than with tiled seamless textures. Procedural textures are ideal for irregular large-area textures like grass, soil, rock, rust, and walls. Use the <<sdk/neotexture#,jMonkeyEngine SDK NeoTexture plugin>> to create them.
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+A procedural texture is generated from repeating one small image, plus some pseudo-random, gradient variations (called Perlin noise). Procedural textures look more natural than static rectangular textures, and they look less distorted on spheres. On big meshes, their repetitiveness is much less noticable than with tiled seamless textures. Procedural textures are ideal for irregular large-area textures like grass, soil, rock, rust, and walls. Use the xref:sdk:neotexture.adoc[jMonkeyEngine SDK NeoTexture plugin] to create them.
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image::wp-uploads/neotexture-2.jpg[neotexture-2.jpg,width="380",height="189",align="center"]
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@@ -235,7 +231,7 @@ The technique described above is known as the "`Metalness Workflow`". Where you
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There is another workflow known as the "`Specular Workflow`". In the metalness workflow the albedo map is used for both diffuse color and specular color. "`Specular Workflow`" uses a specular color map instead. In this workflow, the albedo map is the diffuse color, the specular map is the specular color, and you have a gray scale gloss map that is the same as the roughness map. The workflow is very similar to the old techniques used for making materials.
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-This has been a brief introduction to PBR. In reality, it requires a significant amount of learning to implement correctly. Read the three part series of articles called, Physically Based Rendering, that can be found under the <<jme3#materials-light-shadow,Materials, light, Shadow>> topic for a more in depth explanation of PBR textures. This is a must read for any serious jME developer.
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+This has been a brief introduction to PBR. In reality, it requires a significant amount of learning to implement correctly. Read the three part series of articles called, Physically Based Rendering, that can be found under the xref:ROOT:jme3.adoc#materials-light-shadow[Materials, light, Shadow] topic for a more in depth explanation of PBR textures. This is a must read for any serious jME developer.
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See also: link:https://www.chaosgroup.com/blog/understanding-metalness[Understanding Metalness].
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@@ -411,7 +407,7 @@ Slerp is how we pronounce spherical linear interpolation when we are in a hurry.
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Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.
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-<<jme3/math#,Learn more about 3D maths here.>>
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+xref:intermediate/math.adoc[Learn more about 3D maths here.]
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== Game Developer Jargon
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