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+ 0 - 95
docs/modules/ROOT/pages/jme3/build_sources_netbeans_svn.adoc

@@ -1,95 +0,0 @@
-= Setting up JME3 in Netbeans 6+
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:keywords: documentation, install
-:relfileprefix: ../
-:imagesdir: ..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
-
-You are welcome to try out the new jME3, and contribute patches and features! This document shows how to download, set up, build, and run the latest development version from the sources. These instructions work in NetBeans IDE 6 or better.
-
-Note: In the following, always replace “~ with the path to your home directory.
-
-
-== Downloading the Sources
-
-Check out the sources from the repository. (The following NetBeans instructions are equivalent to executing `cd ~/NetBeansProjects; svn checkout link:http://jmonkeyengine.googlecode.com/svn/branches/3.0final/engine[http://jmonkeyengine.googlecode.com/svn/branches/3.0final/engine] jme3` on the commandline.)
-
-.  In NetBeans go to Team > Subversion > Checkout
-..  Repository +++<abbr title="Uniform Resource Locator">URL</abbr>+++: `link:https://jmonkeyengine.googlecode.com/svn[https://jmonkeyengine.googlecode.com/svn]`
-..  You can leave user/pw blank for anonymous access.
-
-.  Click Next
-..  Repository Folders: `branches/3.0final/engine`
-..  Enable the checkbox to Skip “engine and only checkout its contents.
-..  Local Folder: `~/NetBeansProjects/jme3`
-
-.  Click Finish and wait.
-
-The jme3 project opens in the Project window. It already includes a working ANT build script for building and running.
-
-Look into the Libraries node and confirm that the project depends on the following libraries in the classpath:
-
-*  j-ogg-oggd.jar
-*  j-ogg-vorbisd.jar
-*  jbullet.jar
-*  stack-alloc.jar
-*  vecmath.jar
-*  lwjgl.jar
-*  jME3-lwjgl-natives.jar
-*  jinput.jar
-*  eventbus.jar
-*  nifty-default-controls.jar
-*  nifty-examples.jar
-*  nifty-style-black.jar
-*  nifty.jar
-*  jglfont-core.jar
-*  xmlpull-xpp3.jar
-*  android.jar
-*  jME3-bullet-natives.jar
-*  gluegen-rt.jar
-*  joal.jar
-*  jogl-all.jar
-*  jME3-natives-joal.jar
-*  jME3-openal-soft-natives-android.jar
-
-For a detailed description of the separate jar files see <<jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list>>.
-
-
-== Build the Project and Run a Sample App
-
-.  Right-click the jme3 project node and “Clean and Build the project.
-.  In the Projects window, open the `Test` folder which contains the sample apps.
-.  Every file with a Main class (for example `jme3test.model/TestHoverTank.java` or `jme3test.game/CubeField.java`) is an app.
-.  Right-click a sample app and choose “Run File (Shift-F6).
-.  Generally in sample apps:
-..  the mouse and the WASD keys control movement
-..  the Esc key exits the application
-
-
-
-== Optional: Javadoc Popups and Source Navigation in NetBeans
-
-If you are working on the jme3 sources:
-
-.  In the Projects window, right-click the jme3 project and choose Generate Javadoc. Wait.
-.  Confirm in the Files window that the javadoc has been created in `~/NetBeansProjects/jme3/dist/javadoc`
-.  In the editor, place the caret in a jme class and press ctrl-space to view javadoc.
-
-If you are working on a game project that depends on jme3:
-
-.  First follow the previous tip. (In the future, we may offer jme javadoc as download instead.)
-.  In your game project, right-click the Libraries node and choose “Properties.
-.  In the Library properties, select jme3.jar and click the Edit button.
-..  For the Javadoc field, browse to `~/NetBeansProjects/jme3/dist/javadoc`. Check “as relative path and click select.
-..  For the Sources field, browse to `~/NetBeansProjects/jme3/src`. Check “as relative path and click select.
-..  Click OK.
-
-.  In the editor, place the caret in a jme class and press ctrl-space to view javadoc. Ctrl-click any jme3 method to jump to its definition in the sources.
-
-This tip works for any third-party JAR library that you use. (You may have to download the javadoc/sources from their home page separately).
-'''
-
-Sources used: link:http://code.google.com/p/jmonkeyengine/wiki/BuildJme3[BuildJme3], link:http://www.jmonkeyengine.com/forum/index.php?topic=13108.0[NetBeans tutorial from forum]

+ 3 - 3
docs/modules/ROOT/pages/jme3/contributions/entitysystem/detailed.adoc

@@ -506,8 +506,8 @@ Happen in non pure data solution, when Components don’t function independently
 
 In pure data solution, by not query or just loop through interested component at one update cycle, the Processor eases out the need of other communication, but in complex scenario, such as combine with outter event handling such as Network, where message passing is nature, the problem still persist!
 
-as decribled in reference [6]
-Read: link:http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf[http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf]
+//as decribled in reference [6]
+//Read: link:http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf[http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf]
 ———————————————————–
 
 
@@ -692,7 +692,7 @@ link:http://gamesfromwithin.com/data-oriented-design[http://gamesfromwithin.com/
 
 *Worth to read, paper of another C++ ES leader of cistron project link:http://code.google.com/p/cistron[http://code.google.com/p/cistron]*
 
-pass:[[6]] link:http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf[http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf]
+//pass:[[6]] link:http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf[http://acmantwerp.acm.org/wp-content/uploads/2010/10/componentbasedprogramming.pdf]
 
 
 *Link to other entitiy system approaches in its own wikidot!*

+ 8 - 8
docs/modules/ROOT/pages/multiplayer_template.adoc

@@ -1,6 +1,6 @@
 = multiplayer_template
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
@@ -13,8 +13,8 @@ link:http://hub.jmonkeyengine.org/forum/topic/multiplayer-game-template/[http://
 Additional information e.g. links to jars can be found here:
 link:http://hub.jmonkeyengine.org/forum/topic/need-help-need-jar-files-for-a-project/#post-292081[http://hub.jmonkeyengine.org/forum/topic/need-help-need-jar-files-for-a-project/#post-292081]
 
-Class diagram (template only):
-link:http://puu.sh/a4azI/8c37cd8cf4.png[http://puu.sh/a4azI/8c37cd8cf4.png]
+//Class diagram (template only):
+//link:http://puu.sh/a4azI/8c37cd8cf4.png[http://puu.sh/a4azI/8c37cd8cf4.png]
 
 A lot of work has to be done, but the best thing to start with, is summing up the classes, with  the variables and explaining what the use is of those.
 
@@ -90,11 +90,11 @@ NetworkRpg.Objects:
 
 ....
   public Spatial avatarSpatial;      holds information about the character
-  private Node avatarNode;     a node which contains the modelnode  
-  private Node model;          a node which contains your character (the green thing on the map)    
+  private Node avatarNode;     a node which contains the modelnode
+  private Node model;          a node which contains your character (the green thing on the map)
   public BetterCharacterControl avatarControl;  this is used to set the gravity
   private SimpleApplication App;  we need this to get the rootnode
-  private BulletAppState bulletAppState; allows using bullet physics in an Application. 
+  private BulletAppState bulletAppState; allows using bullet physics in an Application.
   private Node rootNode;   the node which gets all the nodes (add to this one, and it'll be visible)
   private AnimChannel animChannel; used to change the current anitmation
   private AnimControl animControl;   this is needed to create an animchannel
@@ -103,7 +103,7 @@ NetworkRpg.Objects:
   private String idleAnim = "IdleBase";   name of the animation (not 100% sure)
   private String walkAnim = "RunBase";
   private String attackAnim = "SliceHorizontal";
-  private String jumpAnim = "JumpLoop"; 
+  private String jumpAnim = "JumpLoop";
   private BitmapFont guiFont;    the font
   private String playerName;     name above the avatar
 ....