Introduction to jMonkeyEngine 3.0

You are a Java developer who wants to write 3D games that run on Windows, Mac, Linux, the web, and Android platform? Then you have come to the right place. The jMonkeyEngine framework (jME) is a high-performance, 3D scenegraph-based graphics API with state-of-the-art features.

The jMonkeyEngine 3 is a bunch of JAR files that you place on the Java classpath. The software is written in Java and uses LWJGL for OpenGL access. The jMonkeyEngine open-source community releases these libraries under the BSD license, which makes them free to use in any way that you see fit – be it hobby, educational, or commercial.

The third release of jMonkeyEngine is now in Beta. Still tied up with jME2? Please read our jME2 or jME3 choice rationale and jME2 vs jME3 feature comparison and start porting to jME3.

What is the jMonkeyEngine SDK?

The jMonkeyEngine3 SDK is a preconfigured Software Development Kit, tailor-made for Java game developers. The SDK combines all jME3 libraries and some unique development tools that make your life easier when writing Java code and managing projects. The SDK includes project and file wizards, an advanced code editor, Asset Pack management, file converters, scene viewer and composer, code palette, terrain editor, and more.

Install

Before installing, check the license, features, and requirements. Then choose one of these options:

Recommended Optional Optional
You want to… Get started with jMonkeyEngine Use jMonkeyEngine in another IDE Build custom engine from sources
Then download… jMonkeyEngine SDK Binaries Sources (Subversion)
You receive… Sources, binaries, javadoc, SDK Latest nightly binary build, sources, javadoc. Sources
Learn more here… Using the SDK
Project Creation
Setting up JME3 in the NetBeans IDE *
Setting up JME3 in the Eclipse IDE *
Building JME3 from the Sources
Building JME3 from the sources with NetBeans
Setting up JME3 on the commandline

(*) The SDK creates Ant-based projects that any Java IDE can import. We recommend users of other IDEs to also download the jMonkeyEngine SDK and choose "File→Import Project→External Project Assets" to create a codeless project for managing assets only. This way you can code in the IDE of your choice, and use the SDK to convert your models to .j3o format.

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