* master: (94 commits) First attempt to fix a bug reported by david_bernard_31, the size of the strings in the shader code was wrongly computed for the JOGL backend Allows to choose between the forward compatible profile and the backward compatible profile in the JOGL backend Displays the JOGL version instead of the NEWT version Updates JOGL (2.3.2) Bugfix: fix to importing blend files with linked content. native loader: set lwjgl library path for lwjgl3 Updated lwjgl3 module to use LWJGL 3.0.0b #35 which is the current stable build. Change duplicated docstring in FlyByCamera.unregisterInput light : fixed pointLight v. bounding sphere unit test light : replaced duplicated code by methods from Intersection Removed native library jemalloc.dll for LWJGL3 as this will not be needed until 3.0.0b and after. light : added unit tests for the new support of bounding spheres intersections (for lightFilter) Fixed Issue #46 : The MaterialViewer will now simply ignore not available textures instead of crashing Lights (see #362) : added light v. sphere intersection, and implementations of intersectsSphere(), second attempt GImpactCollisionShape : fix for #188, added a call to updateBound() in native jni binding, just after creating the shape, (native createShape() method) Bugfix: fixed a bug that caused importer to crash when the author of the blend file assigned non existing UV coordinates group name to a mesh. Bugfix: fixed a bug that caused subdivision surface modifier to crash if at least one not connected vertex was in the mesh. The LWJGL 3 renderer was missing a call to GLContext.createFromCurrent(), sorted now. Changed the default app title in AppSettings to use the full name string from JmeVersion. This way no more manual changing of this will be needed for future versions. This also closes #320 which highlighted this issue. Thanks @8Keep. Fixed #316 where some post processing effects were not working when using OPENGL_3 renderer due to an error in the fragment shader. ...
jMonkeyEngine
jMonkeyEngine is a 3D game engine for adventurous Java developers. It’s open source, cross platform and cutting edge. And it is all beautifully documented. The 3.0 branch is the latest stable version of the jMonkeyEngine 3 SDK, a complete game development suite. We'll be frequently submitting stable 3.0.x updates until the major 3.1 version arrives.
The engine is used by several commercial game studios and computer-science courses. Here's a taste:
- jME powered games on IndieDB
- Maker's Tale
- Boardtastic 2
- Copod
- Attack of the Gelatinous Blob
- Chaos
- Mythruna
- PirateHell
- 3089 (on steam)
- 3079 (on steam)
Getting started
Go to http://hub.jmonkeyengine.org/downloads/ 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!