We’ll probably do deferred shading at some point in jME3.
I doubt we are gonna use radiosity though, it will be more like the third link about deferred shading with SSAO and shadow mapping.
But…jME can’t implement every kind of rendering there is in the game industry. For now we use forward rendering and post process filters.
But deferred rendering can be a lot faster when there are several lights in a scene. That’s why we are going to implement a way of doing it.
But if you want “The same thing i’ve seen in this game”, you’ll have to dive in it yourself
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And by the way this kind of exercise is the best way to study OpenGL.