jMonkeyEngine is a modern developer friendly game engine written primarily in Java.
Its minimalistic and code first approach makes it perfect for developers who want the support of a game engine while retaining full control over their code with the ability to extend and adapt the engine to their workflow.




Mythruna powered by jMonkeyEngine

Mythruna (myth + rune + a) is a game under development attempting to combine serious role playing elements with an endless, living, and completely modifiable randomly generated sandbox world. When …
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Documentation

Browse through our various forms of information to help you better understand the engine.

Engine Wiki

The wiki provides extended documentation as well as tutorials on how to develop your game effectively using jmonkey practices. Tutorials start from the basics all the way up to collision detection, input mapping and shaders, and will be your go-to place for most of the information you require.

JavaDoc

JavaDocs are source-code documentation that help you understand what specific methods and classes do. These snippets of information describe the parameters and return values and other key information to help you understand the engine better.

Community Hub

Our community has an excellent standing in supporting developers that need help. We have a thriving collection of knowledgable users that are super-helpful. If you ever find yourself confused or wondering how something is done, head over to our community hub and create a new thread. Our ultra-helpful team and community will be more than happy to give you a hand in getting you back on track.

To get the most helpful answers, it may be useful to understand how to get the best answers to your question. Providing source code, explaining what you have tried, why it didn’t work and any other relevant details will speed up the process of giving you a relevant answer.

Discord

Our official discord server is full of friendly members that can provide useful advice through chat. Whilst a chat server is not always the best place for comprehensive answers, it does serve as a great tool for quick solutions and getting to know the members better.

Scene Graph for Dummies

A slideshow explaining how to use the scene graph in jMonkey. This guide explains how to use the scene graph effectively and understand the relationships involved. Highly recommended for all new users to the gaming industry.

  • What the scene graph is and what a Spatial is.
  • What a Geometry is and how it’s appearance is defined.
  • What a Node is and what a parent-child relationship is.
  • How to organize the scene graph visually and logically using nodes.
  • How to hide single Spatials or whole parts of the scene graph.

Math For Dummies: JME Vector Math

A slideshow explaining how to use vectors and quaternions in jMonkey. This guide is extremely useful to new game developers trying to understand locations, directions and rotations. Recommended for all new users to the gaming industry.

  • What vectors are and how to create them.
  • How to add, subtract, multiply and normalize vectors.
  • How to interpolate between vectors.
  • What quaternions are and how to creat them.
  • How to rotate a vector using a quaternion.
  • How to combine rotations.
  • How to use lookAt to create rotations.

Transparency for Dummies

This document explains some of the issues surrounding transparency, what sorting means and how to solve common problems surrounding transparency.

Community tutorials

This is a list of tutorials provided by the community

MacOS renting and development in the cloud

MacOS cloud renting has started to proliferate with the new Apple Silicon M1 chip and it turned out to be a pretty decent way to test graphical applications on MacOS without buying apple’s pricey hardware or resorting to hackish ports and vms of questionable legality. I am reporting here the procedure to quickly get a MacOS M1 cloud service up and running for testing jmonkey applications without too much hassle. … Read More...

Grizeldi's PBR Tutorial #1 - The Basics

A continuing YouTube series helping users take leap from using the regular Lighting.j3md material to PbrLighting.j3md. First part of my tutorial series in which I explain how to use jmonkeyengine’s Physically Based Rendering pipeline. Intended for people who already understand how to use the regular Lighting.j3md shader, but have no idea how PBR works.