See also: requirements.

Software Development Kit: jMonkeyEngine SDK

Physics

Supported Formats

jMonkeyEngine3 File Formats

SuffixUsageLearn more
.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.
During alpha and earlier development phases (when models still change a lot) you can alternatively load GLTF/OBJ models directly.

.j3m

A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).

.j3md

A Material definition. These are pre-defined templates for shader-based Materials.
Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.

.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 SuffixTypeDescription
.mesh.xml, .meshxml, .scene

3D model

Ogre Mesh XML (soon to be discontinued)
see:

Converting to j3o:

.obj, .mtl

3D model

Wavefront
Converting to j3o:

.xbuf

3D model

Blender version 2.74
See:

Converting to j3o:

.fbx

3D model

Filmbox
See:

Converting to j3o:

.gltf, .bin, .glb, custom extensions

3D model

Blender version 2.78c onwards,
See:

Converting to j3o:

.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

Shaders

Material Lighting

  • Per-pixel lighting

  • Multi-pass lighting

  • Phong Lighting

    • Diffuse Map

    • Alpha Map

    • Glow Map

    • Specular Map

    • Normal Map, Parallax Map (a.k.a. bump mapping)

  • Tangent shading

  • Reflection

Material Textures

  • Texturing

    • material colors (ambient, diffuse, specular/shininess, glow),

    • color map, light map,

    • transparency, translucency, alpha map, alpha testing with falloff threshold,

    • sphere map, cube map,

    • texture scale,

    • wireframe

    • color ramp texture

  • Multi-texturing through shaders

  • UV textures

  • Splat textures, Phong lit or unshaded, supports diffuse and normal maps

  • Texture Atlas, handling of packed Textures

Asset System

  • Asset importing

    • Animation

    • Meshes

    • Textures

    • Scenes

    • Materials

    • Shaders

  • Multi-threaded asset loading via HTTP

  • Loading scenes from .ZIP files

  • Sharable AssetPacks

Special Effects

Terrain

GUI / HUD

Miscellaneous

Networking