The jMonkeyEngine3 Software Development Kit based on Netbeans

MeFisto94 f7f76d5000 Fix broken JDK Symlinks před 5 roky
.github 5eeeb06184 Use the Release-Drafter Bot to keep track of changes. před 5 roky
BasicGameTemplate 32650c8b0d Added new exclude formats (#196) před 6 roky
JME3TestsTemplate f51501f0c3 Add proper `assets` folder for the tests because the build fails otherwise. Used `.keep` files, so git tracks the empty folders. před 8 roky
JME3TestsTemplateAndroid f00da22500 Proguard Exception for NativeVorbisFile (https://hub.jmonkeyengine.org/t/solved-jni-exception-when-trying-to-use-ogg-files-on-android/39362/12) před 7 roky
ant-jme 1c3359d453 sdk: change javac source / target to 1.6 před 10 roky
ant-lib 001396958a - fix wiki download ant scripts před 10 roky
branding 8cc0b0c1ca Update & fix copyright před 5 roky
debscripts fbeb17e033 move sdk to trunk před 14 roky
docs 4221ce9b9f Build: Fix a design problem. Before this we used to install the engine into the local maven repository. This had several flaws: Apart from spamming the developers mavenLocal repository with thousands(!) of engine versions, it was hard to predict the actual engine version to use. This is because with Pull Requests or Tags and different Branches the names changed, especially when both the engine and the sdk had a tag. Controlling the engine version is now only controlled by the TRAVIS_TAG ENV-Var or manually on the engine repo (where usually master is cloned otherwise) před 5 roky
gradle 8c4900a6fb Update Gradle 4.10.2 -> 5.6.4 před 5 roky
harness-override 8641dc5b2d Harness Override: Upgrade to Netbeans 11.2.1 před 5 roky
jdks f7f76d5000 Fix broken JDK Symlinks před 5 roky
jme3-android 46be2e2da0 Source level 11 před 5 roky
jme3-angelfont 46be2e2da0 Source level 11 před 5 roky
jme3-assetpack-support 30f25aad6f Added some generics and removed usages of deprecated methods před 5 roky
jme3-behaviortrees 966ac6f396 Fix simple BTree Example/Template File před 6 roky
jme3-blender 46be2e2da0 Source level 11 před 5 roky
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jme3-glsl-highlighter 30f25aad6f Added some generics and removed usages of deprecated methods před 5 roky
jme3-gui 6c023500be Remove deprecation, some cleanups & formatting před 5 roky
jme3-ios 30f25aad6f Added some generics and removed usages of deprecated methods před 5 roky
jme3-lwjgl-applet 46be2e2da0 Source level 11 před 5 roky
jme3-materialeditor 30f25aad6f Added some generics and removed usages of deprecated methods před 5 roky
jme3-model-importer 6c023500be Remove deprecation, some cleanups & formatting před 5 roky
jme3-navmesh-gen 6c023500be Remove deprecation, some cleanups & formatting před 5 roky
jme3-obfuscate 46be2e2da0 Source level 11 před 5 roky
jme3-ogretools 62556706b0 Remove deprecation, some cleanups & formatting před 5 roky
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lib 4b08593f66 Fixes #61, Maybe Fixes #53 and others: Re-Added Missing JBullet Runtime Dependencies před 9 roky
nbi 87263212c9 Fixes #186 - The JDK dropped Apache Derby před 6 roky
nbproject 97bf295892 Fix build by specifying a dependency on JAX-WS API (for Annotations). Also upgraded the source level straight to java 10 (as java 6 is now deprecated and pointless). Also took the chance and updated the "jme" version to 3.3.0 (which used to be 3.2.0 for all the project.xmls) před 6 roky
patches e2e7e74dc4 Fixes only work when you don't forget to commit half of them před 7 roky
resources 10b58811a4 Changed the About Screen to use less Scrollbars and added change instructions to resources/ před 9 roky
.gitignore a7d0563956 iOS: Added a way to simplify the depedency-download in order to build avian and also patch the jvm to work around build errors. i386 is commented out since it doesn't compile on Xcode 6 and is only used for the iOS Simulator on which you could also use x86_64. před 9 roky
.travis.yml 30efcd8e9a Fix Regression from 4221ce9b9f231a6c4e45f29a0c5393245dfa5ee0 - Don't delete the engine folder in between the build před 5 roky
build.gradle 4221ce9b9f Build: Fix a design problem. Before this we used to install the engine into the local maven repository. This had several flaws: Apart from spamming the developers mavenLocal repository with thousands(!) of engine versions, it was hard to predict the actual engine version to use. This is because with Pull Requests or Tags and different Branches the names changed, especially when both the engine and the sdk had a tag. Controlling the engine version is now only controlled by the TRAVIS_TAG ENV-Var or manually on the engine repo (where usually master is cloned otherwise) před 5 roky
build.xml ede73f46b5 Build: Separated Mac OSX and Platform Independant into a third build to reduce the build time of the x64 build. před 8 roky
build_engine.sh 4221ce9b9f Build: Fix a design problem. Before this we used to install the engine into the local maven repository. This had several flaws: Apart from spamming the developers mavenLocal repository with thousands(!) of engine versions, it was hard to predict the actual engine version to use. This is because with Pull Requests or Tags and different Branches the names changed, especially when both the engine and the sdk had a tag. Controlling the engine version is now only controlled by the TRAVIS_TAG ENV-Var or manually on the engine repo (where usually master is cloned otherwise) před 5 roky
fix_engine.sh d72264096f Fixed jbullet and stack-alloc versions not being sucessfully patched před 6 roky
gradle.properties adec749fd5 Build: Remove unused Properties, which are leftover from the Engine Repo před 5 roky
gradlew 8c4900a6fb Update Gradle 4.10.2 -> 5.6.4 před 5 roky
gradlew.bat 8c4900a6fb Update Gradle 4.10.2 -> 5.6.4 před 5 roky
jmonkeyplatform.icns 99bae6200e - update SDK OSX icon před 10 roky
jmonkeyplatform.png 522fd1ed8b sdk: use a high resolution icon před 10 roky
license-jme.txt 970c31b207 Updating License File před 9 roky
licenses-sdk.txt 0aa4dc7c9b Fixes #55 Old Installer License Year. před 9 roky
readme.md 089a21a700 Initial step towards Engine Version 3.2 před 8 roky
settings.gradle d01a0fc583 Fix Regression from 4221ce9b9f231a6c4e45f29a0c5393245dfa5ee0 - Forgot to add settings.gradle to enable the Composing Builds před 5 roky
version.gradle 1d02a1688e Fix warnings/errors when extracting the version string před 6 roky

readme.md

jMonkeyEngine Software Development Kit (SDK) Build Status

Welcome to the repository of the jMonkeyEngine Software Development Kit (SDK). This SDK simplifies developing 3D Applications with the jMonkeyEngine. It contains everything ever needed to develop a full application.

Our SDK (or jmonkeyplatform) is based on the Netbeans IDE but includes additional features like:

  • A Scene Editor (SceneExplorer: Preview your scene, adjust all positions, add Controls and AppStates (WYSIWYG) and then just save the scene)
  • A Material Editor
  • A Filter Editor (combine multiple filters and just load them in-game)
  • Bundled JDK for each platform (so you don't need to install java first)
  • Bundled Blender (so you can start 3d modelling and also use it's import capabilities) and many more!

It is important to know that the SDK is not coupled with the engine itself, so if you have issues which are unrelated to the IDE, report them here. This however also means, that the SDK can have a different pace than the engine (at the time of writing, the SDK is on 3.1.0-stable whereas the engine team is already working on 3.2) but you can nonetheless work on a different engine version than the one which is bundled.

!!! Note: You are currently watching the master branch which is the active development for JMonkeyEngine 3.2. For the current release candidate, see the v3.1 branch! !!!

Getting Started / Downloading the SDK

Just have a look at our releases section. There you can download the version you desire. The SDK will generally follow the convention that it's version number is lined up with the matching engine version plus some suffixes for different SDK releases on the same engine version.

There are multiple files from which you can choose:
You can take the platform agnostic jmonkeyplatform.zip which contains the full SDK able to be run on "any" (X86/x86_64) platform (Windows, Mac OS, Linux) however it lacks the jdk as well as blender.
Thus the prefered download is jmonkeyplatform-windows-x64.exe which essentially is jmonkeyplatform.zip and the correct version of the JDK and Blender (hence the ~250MiB size increase).
If you don't know whether your system is 64 bits (x64) or 32 bits (x86), you can type uname -i on Linux or look into the system informations (right click on Computer->Properties) on Windows.

Note: The Tag stable is refering to 3.0-stable, which is an ancient version. You should not start any new projects based of 3.0 but use 3.1 instead. Also the tag is pointing to the wrong commit since we had to re-upload those files but the repo doesn't really contain any 3.0 commits anymore.

Building the SDK

Building the SDK is an easy process basically, but it depends on what kind of distribution you want to build. You also have to know that the build process changes from time to time, so have a look at the .travis.yml file, or related, you will see how we build our releases then.

Note: Currently, the SDK has to build the engine on it's own, because not all needed dependencies are in mavenCentral/jCenter. Thus you have to call build_engine.sh first on a Linux System, Inside your Windows-Git-Shell or you can manually checkout the jMonkeyEngine repository and then invoke gradlew.bat -PbuildJavaDoc=true install. This will add all jMonkeyEngine Libraries into your local maven "server".

Technically the gradle task buildSdk is the main task which builds the sdk (Invoking ./gradlew buildSdk or gradlew.bat buildSdk on Windows).

If you just want to run the SDK on your machine:

call `./gradlew run` (`gradlew.bat run`), which internally calls `buildSdk` and then uses `ant` to run the SDK.

If you want to build the platform agnostic zip:

call `./gradlew buildSdk` and then you have the file in `dist/jmonkeyplatform.zip`  

If you want to build the platform installers (like we do):

call `./download-jdks.sh`, `./gradlew buildSdk` and then `ant build-installers`
You have to install ant for this to work (for linux consult the internet, for mac os look into homebrew).
Note that this takes a long time (more than one hour), because a huge amount of data is compressed and such.

If you want to build the platform installers (On Windows -> without having ant):

See above. You can bypass ant by declaring a gradle task, just like it has been done for run. There, the gradle included ant will be used).
Alternatively you can launch netbeans in `netbeans/`, open the SDK as Netbeans Project Collection and select __package as__:
![Package as...](http://i.imgur.com/5V2uBHf.png).
Note that you still have to download and unpack the jdks somehow, which is a cumbersome process, which is why it is discouraged to
build the installers on Windows (Linux and Mac OS are supported).

If you want to debug the SDK inside an IDE:

See above. You want to open the SDK as Netbeans Project from within Netbeans (you can use the nb in `netbeans/`) and you can then treat it as regular project with the difference that there are several subproject.

A note about the netbeans/ folder: To save bandwidth buildSdk downloads netbeans once to said folder and uses it over and over again. Even when the download URL is changed (i.e. when you update the netbeans version), you have to delete the netbeans folder and remove it from any cache (Travis!), so it can be reloaded.

Developing/Contributing

First of all, I suggest you to take a look at docs/. Those docs are a loose collection of things I came across during development, but they prevent you from re-doing the same experiences. Other than that, Netbeans Platform is your google keyword for any NB related issues. Basically the only tricky thing is how we handle custom entries in the SceneExplorer. This is called the Netbeans Nodes API and is somewhat unintuitive. Just take a look at the Motion Event Pull Request, which should've been added around March 2016, there you can see what was needed to add MotionEvents to the SDK.

Other than that, we are more than happy to help, even if your addition is incomplete. Make sure you use the Netbeans formatting, obvious variable naming and commented and especially documented code, though. Before you open an issue, make sure that it is not an engine bug, but a real sdk bug. If you are uncertain whether it is a real bug or misuse, you can either open an issue or ask on the hub using the Troubleshooting | jmonkeyplatform category.

Issues when building

Could not find jme3.1.0-stable :

When you occur this issue, you have to go back to the engine build step and see how the engine is called. Technically the engine version is collected out from git tags, or called SNAPSHOT. Then there are cases where this recognition fails. For example when the SDK has a tag but the engine is snapshot. Then take a look at `build.gradle` in the sdk repo. It contains a field called `ext.jmeVersion` or something, where you can specify the version.

Could not find jme3-jbullet :

jBullet is not part of jCenter, which means you forgot to build the engine first. See above.