jMonkeyEngine 3.0 Feature Overview
See also: requirements.
Software Development Kit: jMonkeyEngine SDK
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Creates jME3-ready Java projects
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Preconfigured classpath
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Bundled with compatible JDK
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Asset Manager for loading multi-media files and 3D models including asset name code completion
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jME3-ready Javadoc popups, sample code projects, and code snippet palette
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Shader Node editor
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Generates desktop executables for Win, Mac, Linux
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Generates mobile executables for Android, iOS support is in the works.
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Generates JNLP WebStart and Java Browser Applets
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Based on the NetBeans Platform
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Supports all NetBeans IDE plugins
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Supported Formats
jMonkeyEngine3 File Formats
Suffix | Usage | Learn more |
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.j3o |
Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. |
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.j3m |
A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model). |
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.j3md |
A Material definition. These are pre-defined templates for shader-based Materials. |
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.j3f |
A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters. |
Supported External File Types
File Suffix | Type | Description |
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.mesh.xml, .meshxml, .scene |
3D model |
Ogre Mesh XML (soon to be discontinued) Converting to j3o: |
.obj, .mtl |
3D model |
Wavefront |
.xbuf |
3D model |
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.fbx |
3D model |
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.gltf, .bin, .glb, custom extensions |
3D model |
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.jpg, .png, .gif |
image |
Textures, icons |
.dds |
image |
Direct Draw Surface texture |
.hdr |
image |
High Dynamic Range texture |
.tga |
image |
Targa Image File texture |
.pfm |
image |
Portable Float Map texture |
.bmp |
image |
Bitmap texture |
.ani, .cur, .ico |
image |
Windows Cursor, static or animated. |
.fnt |
bitmap font |
AngelCode font for GUI and HUD |
.wav |
audio |
Wave music and sounds |
.ogg |
audio |
OGG Vorbis music and sounds |
Material Lighting
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Per-pixel lighting
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Multi-pass lighting
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Phong Lighting
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Diffuse Map
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Alpha Map
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Glow Map
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Specular Map
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Normal Map, Parallax Map (a.k.a. bump mapping)
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Tangent shading
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Reflection
Material Textures
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Texturing
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material colors (ambient, diffuse, specular/shininess, glow),
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color map, light map,
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transparency, translucency, alpha map, alpha testing with falloff threshold,
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sphere map, cube map,
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texture scale,
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wireframe
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color ramp texture
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Multi-texturing through shaders
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UV textures
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Splat textures, Phong lit or unshaded, supports diffuse and normal maps
Asset System
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Asset importing
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Animation
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Meshes
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Textures
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Scenes
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Materials
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Shaders
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Multi-threaded asset loading via HTTP
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Loading scenes from .ZIP files
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Shareable AssetPacks
Special Effects
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Post processing / 2D Filter Effects
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Reflective Water
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Shadow mapping
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High Dynamic Range rendering
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Screen Space Ambient Occlusion
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Light Scattering
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Cartoon Effect
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Fog
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Bloom
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Depth of Field Blur
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Miscellaneous
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Application States and Controls to implement game logic
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Normal or parallel view
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Multiple views
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Swing canvas (e.g. for Applets)
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Mouse, keyboard, joystick
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