A complete 3D game development suite written purely in Java.
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MeFisto94 b00c245e8e GLDebug: Use a method handle instead of a string comparison to increase the performance 5 years ago
.github Update checkout action to v2 5 years ago
gradle/wrapper
jme3-android Use a reflection-based approach to call checkError() after every call to the openGL API to reduce Code Duplication and increase Maintainability, while also fixing the regression caused by GLDebugDesktop extending from GLDebugES and thus making the Renderer think it is on mobile. 5 years ago
jme3-android-examples Android openGL ES 3 support (#1147) 5 years ago
jme3-android-native Fix openal-soft dead link 5 years ago
jme3-blender fix for NPE when being called from CombinedTexture with null baseImage (#1146) 5 years ago
jme3-bullet protect 52 no-arg constructors in the jme3-bullet/jme3-jbullet libraries (#1229) 5 years ago
jme3-bullet-native Update MacOS build: removed 32 bit support (since deprecated by apple). Update bullet library to the current master branch (needed for compatibility patch with recent clang). 5 years ago
jme3-bullet-native-android Update MacOS build: removed 32 bit support (since deprecated by apple). Update bullet library to the current master branch (needed for compatibility patch with recent clang). 5 years ago
jme3-core GLDebug: Use a method handle instead of a string comparison to increase the performance 5 years ago
jme3-desktop define 2 new Platform values for Linux ARM, register BulletJme lib paths (#1182) 5 years ago
jme3-effects Android openGL ES 3 support (#1147) 5 years ago
jme3-examples Lwjgl3 restart input handle (#1268) 5 years ago
jme3-ios Use a reflection-based approach to call checkError() after every call to the openGL API to reduce Code Duplication and increase Maintainability, while also fixing the regression caused by GLDebugDesktop extending from GLDebugES and thus making the Renderer think it is on mobile. 5 years ago
jme3-jbullet protect 52 no-arg constructors in the jme3-bullet/jme3-jbullet libraries (#1229) 5 years ago
jme3-jogg
jme3-jogl Use a reflection-based approach to call checkError() after every call to the openGL API to reduce Code Duplication and increase Maintainability, while also fixing the regression caused by GLDebugDesktop extending from GLDebugES and thus making the Renderer think it is on mobile. 5 years ago
jme3-lwjgl Use a reflection-based approach to call checkError() after every call to the openGL API to reduce Code Duplication and increase Maintainability, while also fixing the regression caused by GLDebugDesktop extending from GLDebugES and thus making the Renderer think it is on mobile. 5 years ago
jme3-lwjgl3 Use a reflection-based approach to call checkError() after every call to the openGL API to reduce Code Duplication and increase Maintainability, while also fixing the regression caused by GLDebugDesktop extending from GLDebugES and thus making the Renderer think it is on mobile. 5 years ago
jme3-networking Fixed ClassCastException in RMI implementation. (#1195) 5 years ago
jme3-niftygui fix for issue #99 (pr #1082) 5 years ago
jme3-plugins address issue #1119 (serialization with protected/private constructor) (#1181) 5 years ago
jme3-terrain Fixes #1261 - Clone the Terrain Picker, so that loading a terrain from file still works (after cloning, the picker would have the wrong terrain quad instance) 5 years ago
jme3-testdata Android openGL ES 3 support (#1147) 5 years ago
jme3-vr Use a reflection-based approach to call checkError() after every call to the openGL API to reduce Code Duplication and increase Maintainability, while also fixing the regression caused by GLDebugDesktop extending from GLDebugES and thus making the Renderer think it is on mobile. 5 years ago
lib Android openGL ES 3 support (#1147) 5 years ago
.gitignore Store prebuild libraries outside the source folder, download prebuilt libraries from bintray 5 years ago
.nb-gradle-properties
CONTRIBUTING.md Adding link to project tab. (#1170) 5 years ago
README.md Github Actions 5 years ago
bintray.gradle
build.gradle Fixes Bullet-Native Artifacts not containing natives when not building from cpp source and not using the build target. 5 years ago
common-android-app.gradle Fix version naming. Use version-branch-SNAPSHOT for local builds, add custom version name property. 5 years ago
common.gradle Fix version naming. Use version-branch-SNAPSHOT for local builds, add custom version name property. 5 years ago
gradle.properties Refactored how versions are auto-built to provide more normal versions 5 years ago
gradlew
gradlew.bat
javadoc-overview.html
license.txt
local.properties
natives-snapshot.properties [skip ci] update natives snapshot 5 years ago
settings.gradle
version.gradle Refactored how versions are auto-built to provide more normal versions 5 years ago

README.md

jMonkeyEngine

Build Status

jMonkeyEngine is a 3-D game engine for adventurous Java developers. It’s open-source, cross-platform, and cutting-edge. 3.2.4 is the latest stable version of the jMonkeyEngine 3 SDK, a complete game development suite. We'll release 3.2.x updates until the major 3.3 release arrives.

The engine is used by several commercial game studios and computer-science courses. Here's a taste:

jME3 Games Mashup

Getting started

Go to https://github.com/jMonkeyEngine/sdk/releases to download the jMonkeyEngine SDK. Read the wiki for a complete install guide. Power up with some SDK Plugins and AssetPacks and you are off to the races. At this point you're gonna want to join the forum so our tribe can grow stronger.

Note: The master branch on GitHub is a development version of the engine and is NOT MEANT TO BE USED IN PRODUCTION, it will break constantly during development of the stable jME versions!

Technology Stack

  • Java
  • NetBeans Platform
  • Gradle

Plus a bunch of awesome libraries & tight integrations like Bullet, Blender, NiftyGUI and other goodies.

Documentation

Did you miss it? Don't sweat it, here it is again.

Contributing

Read our contribution guide.

License

New BSD (3-clause) License. In other words, you do whatever makes you happy!