| How do I…? | Use this JME 3 Feature! | Learn more here… | 
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| 实现游戏逻辑和游戏力学 | Use Controls to define behaviours of types of Spatials. Use Application States to implement global behaviours. Use the simpleUpdate()loop for the remaining tests and interactions. Use Cinematics to remote-control objects in scenes.使用Controls定义Spatials行为类型 AppStates定义全局型的行为,使用simpleUpate()方法进行测试和互动循环,用电影方式移除控制物体
 | Hello Loop Update Loop
 Custom Controls
 Application States
 Cinematics
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| 按键交互 | com.jme3.input.KeyInput, com.jme3.input.binding.BindingListener | Hello Input Input Handling
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| 互动点击动作,捡起物品开门等 | Intersect a Ray from the player with the Bounding Volume of the target: com.jme3.bounding.*, com.jme3.math.Ray, com.jme3.collision.CollisionResults. | Hello Picking Collision and Intersection
 TestRayCollision.java
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| 动画对象和字符 | Create an animated OgreMesh model with Bones in a 3-D editor (e.g. Blender). com.jme3.animation.*
 | Hello Animation Animation
 animation, Blender animation tutorial
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| 保持在场景中地板上行走动作 | Collision detection – raycasting or physics. | Hello Collision Physics
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| 防止玩家穿墙而过的物理检测 | Collision detection using physics and bounding volumes. com.jme3.bullet.*, CapsuleCollisionShape / CompoundCollisionShape, PhysicsCharacterNode / PhysicsNode
 geo.setModelBound(); geo.updateModelBound();
 | Hello Collision Physics
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| 让球体,汽车等在底板上有跳跃动作翻越障碍 | Use physics nodes and bounding volumes: com.jme3.bounding.*, com.jme3.bullet.collisions, com.jme3.bullet.nodes.PhysicsNode etc geo.setModelBound(); geo.updateModelBound();
 | Hello Physics Physics
 TestSimplePhysics.java,more samples
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| 汽车摩托车转向等 | Use physics characters and vehicles: com.jme3.bullet.*, PhysicsCharacterNode, PhysicsVehicleNode使用物理人物和车辆 | Vehicles TestFancyCar.java,TestPhysicsCharacter.java
 (Press HUJK keys to steer, spacebar to jump.)
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| 使物体具有钟摆或物理摆动 | Use physics joints: com.jme3.bullet.joints.PhysicsHingeJoint | Hinges and Joints TestPhysicsHingeJoint.java
 (Press HK keys to turn, spacebar to swing.)
 
 
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