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by normen

jME3 Native Bullet Physics is available for testing

April 27, 2011 in Feature

I was talking about doing this for a long time, now the easter bunny gave me a bit of free time and it is finally here ;)

A native implementation of jME3′s bullet physics library!

Implementation details
- No changes in public bullet API of jME3, no changes for the user
- Direct implementation for jME3, no “wrapper of a wrapper of…”
- Uses native direct buffers where possible
- Native object memory is automatically released by the java GarbageCollector
- Uses C++ pointers as java long, this means instant access to native objects w/o maps etc.
- Build of native libraries done via ANT (C++ compiler required still)
- Library is statically linked
- Easy to extend, java and cpp classes are almost 1:1, even java-only devs should be able to extend this when looking at what is there already. Just add a native method, create the headers and copy the header method stub into the cpp file.

Pros
- Eliminates dependency of jbullet layer, all bullet advancements and fixes can be directly integrated in jme3
- Allows using of all native bullet features (SoftBodys, Multithreading, GPU acceleration etc.) in the future

Cons
- Additional and relatively large native library
(bullet compiles fine on Android and iOS too)
- Danger of native crashes w/o stacktrace
(most situations are handled and throw proper java exceptions)

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Post Mortem: Star Search – a student-made space game

April 19, 2011 in Spotlight

The following is a guest post by Timothy Johnson, on behalf of the Star Search team

The Concept

Introduction screen.

Click image for a video.

VSSEC provides space educational services to primary and high school students in Australia. La Trobe University offers game development courses. Each year VSSEC offers a project to complete a space-themed educational game project to La Trobe students. This year we were the lucky recipients.

We were given the task of taking one of VSSEC’s old desktop game/simulations aimed at year 11 students (around the age of ~17) and converting it to a web-based game aimed at year 5-6 students.

In a nutshell the game was to allow the player to navigate around a 100ly sphere of real stars in our galaxy collecting information about different stars, managing fuel and encountering hazards every so often. Our development team consisted of 5 programmers + 1 project lead and 10 weeks of development time.

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Product showcase at jmonkeyengine.com has been re-designed

April 4, 2011 in Site & Project

Not much to say; there’s more to see (below). Introducing, jmonkeyengine.com v2!

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