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.
Lightspeed Frontier powered by jMonkeyEngine
Leave everything behind and try your hand at captaining a ship on the frontier of the galaxy. Customize it piece by piece to tackle whatever adventures await you. Take on crime lords and space pirates …
See game page
In this second part, we will learn how to import a model, how to use the scene composer and the terrain editor, as well as adding a sky and lights.
Follow the serie at #gregstutorials
stephengold Thank you for agreeing to be interviewed.
First question: Do you remember when you first encountered JMonkeyEngine?
What was your first impression?
danielperano I started learning jME back in the 3.0 days, as I recall,
and I was impressed with the features it offered. …
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stephengold Thank you for agreeing to be interviewed.
First question: When did you first hear about JMonkeyEngine?
jayfella Way back in 2014, after a long period of developing desktop applications,
servers, and minecraft plugins, I decided to look into writing games. …
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Minie version 1.4 is an exciting new add-on for the JMonkeyEngine (JME) game engine.
Minie provides an open-source physics engine for desktop games. It gives software developers using JME access to the proven technology of the Bullet Physics SDK version 2.89,
including:
rigid-body dynamics, soft bodies, collision detection, vehicle and character controllers, ray and sweep tests, and dynamic constraints. …
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Second part of my tutorial series in which I explain how to use jmonkeyengine’s Physically Based Rendering pipeline. In this part we answer the question what are the light probes and why do we need them.
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.