= jMonkeyEngine 3.0 Feature Overview
:revnumber: 2.2
:revdate: 2020/07/24


See also: xref:jme3/requirements.adoc[requirements].


== Software Development Kit: jMonkeyEngine SDK

*  xref:sdk:project_creation.adoc[Creates jME3-ready Java projects]
**  Preconfigured classpath
**  Bundled with compatible JDK
**  xref:core:asset/asset_manager.adoc[Asset Manager] for loading multi-media files and 3D models including asset name code completion
**  xref:sdk:default_build_script.adoc[Non-proprietary Ant build scripts]
**  jME3-ready Javadoc popups, xref:sdk:sample_code.adoc[sample code projects], and code snippet palette
*  xref:sdk:code_editor.adoc[Full-featured Java and XML code editor]
*  xref:sdk:update_center.adoc[Plugins]
**  xref:sdk:version_control.adoc[File Version Control]
**  xref:sdk:debugging_profiling_testing.adoc[Debugger and Profiler (optional)]
**  xref:sdk:model_loader_and_viewer.adoc[Converters and Importers for game assets (3D models etc)]
**  xref:sdk:scene_composer.adoc[3D Scene Viewer and Scene Composer]
**  xref:sdk:material_editing.adoc[Material editor]
**  Shader Node editor
**  xref:sdk:terrain_editor.adoc[Terrain generation, painting, and editing]
**  xref:sdk:plugin/fonts.adoc[Custom font creator]
**  xref:sdk:neotexture.adoc[Procedural texture creator (NeoTexture)]
**  xref:core:/scene/control/level_of_detail.adoc[Level of Detail (LOD) generator]
**  xref:sdk:sdk.adoc[... and much more...]

*  xref:sdk:application_deployment.adoc[Deployment]
**  Generates desktop executables for Win, Mac, Linux
**  Generates mobile executables for xref:sdk:android.adoc[Android], iOS support is in the works.
**  Generates JNLP WebStart and Java Browser Applets

*  xref:sdk:whynoteclipse.adoc[Based on the NetBeans Platform]
**  Supports all NetBeans IDE plugins



== Physics

*  xref:physics:physics.adoc[Bullet physics binding]
**  xref:physics:control/walking_character.adoc[Physical characters]
**  xref:physics:joint/hinges_and_joints.adoc[Physical joints and hinges]
**  xref:physics:control/vehicles.adoc[Ray-cast vehicle]
**  xref:physics:control/ragdoll.adoc[Ragdoll physics]

*  xref:physics:bullet_multithreading.adoc[Multi-threaded physics]
*  <<physics:physics.adoc#create-a-collisionshape,Mesh-accurate collision shapes>>


== Supported Formats

=== jMonkeyEngine3 File Formats
[cols="10,65,25", options="header"]
|===

a|Suffix
a|Usage
a|Learn more

l|.j3o
a|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.
a|xref:sdk:model_loader_and_viewer.adoc[Model Loader and Viewer]

l|.j3m
a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
a|xref:core:material/materials_overview.adoc[Materials Overview] +
xref:sdk:material_editing.adoc[Material Editing]

l|.j3md
a|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.
a| xref:core:material/materials_overview.adoc[Materials Overview]

l|.j3f
a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.
a| xref:sdk:filters.adoc[Filters] +
xref:core:effect/effects_overview.adoc[Effects Overview]

|===

=== Supported External File Types

[cols="40,15,45", options="header"]
|===

a|File Suffix
a|Type
a|Description

l|.mesh.xml, .meshxml, .scene
a|3D model
a|Ogre Mesh XML *(soon to be discontinued)* +
see:

* xref:tutorials:how-to/modeling/blender/blender_ogre_export.adoc[Exporting Models as Ogre XML meshes from Blender]
* xref:tutorials:how-to/modeling/blender/blender_ogre_compatibility.adoc[Ogre Compatibility]

Converting to j3o:

* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]

l|.obj, .mtl
a|3D model
a|Wavefront +
Converting to j3o:

* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]

l|.xbuf
a|3D model
a|Blender version 2.74 +
See:

* link:https://hub.jmonkeyengine.org/t/xbuf-format-a-developer-friendly-game-exchange-format-for-3d-data/31130[.xbuf] forum post.

Converting to j3o:

* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]

l|.fbx
a|3D model
a|Filmbox +
See:

* link:https://hub.jmonkeyengine.org/t/fbx-importer/30309[Fbx importer] forum post.

Converting to j3o:

* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]

l|.gltf, .bin, .glb, custom extensions
a|3D model
a|Blender version 2.78c onwards, +
See:

* link:https://hub.jmonkeyengine.org/t/jme-gltf-support/39174[gltf] forum post
* xref:tutorials:how-to/modeling/blender/blender_gltf.adoc[Exporting Models as GlTF meshes from Blender]

Converting to j3o:

* link:https://hub.jmonkeyengine.org/t/jmeconvert-tool/41831[JmeConvert tool]
* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]

l|.jpg, .png, .gif
a|image
a|Textures, icons

l|.dds
a|image
a|Direct Draw Surface texture

l|.hdr
a|image
a|High Dynamic Range texture

l|.tga
a|image
a|Targa Image File texture

l|.pfm
a|image
a|Portable Float Map texture

l|.bmp
a|image
a|Bitmap texture

l|.ani, .cur, .ico
a|image
a|Windows Cursor, static or animated.

l|.fnt
a|bitmap font
a|AngelCode font for +++<abbr title="Graphical User Interface">GUI</abbr>+++ and HUD

l|.wav
a|audio
a|Wave music and sounds

l|.ogg
a|audio
a|OGG Vorbis music and sounds

|===


== Shaders

*  GLSL support
*  Shader libraries
*  Shader permutations
*  xref:core:shader/jme3_shadernodes.adoc[Shader Nodes]


== 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
//*  link:http://hub.jmonkeyengine.org/forum/topic/textureatlas-creation-and-packed-texture-handling-in-sdk/[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

*  xref:core:effect/particle_emitters.adoc[Particles: Smoke, fire, explosions, etc]
*  xref:core:effect/effects_overview.adoc[Post processing / 2D Filter Effects]
**  Reflective Water
**  Shadow mapping
**  High Dynamic Range rendering
**  Screen Space Ambient Occlusion
**  Light Scattering
**  Cartoon Effect
**  Fog
**  Bloom
**  Depth of Field Blur



== Terrain

*  xref:core:terrain/terrain.adoc[Geomipmapped hightmap terrain]
*  xref:tutorials:how-to/modeling/blender/blender_ogre_compatibility.adoc[Ogre Compatibility]
*  xref:core:util/sky.adoc[SkyBox and SkyDome]
*  Terrain lighting


== GUI / HUD

*  xref:core:ui/hud.adoc[Orthogonal (Billboard) node]
*  xref:core:gui/nifty_gui.adoc[Nifty GUI integration]


== Miscellaneous

*  xref:core:app/state/application_states.adoc[Application States] and xref:core:scene/control/custom_controls.adoc[Controls] to implement xref:core:app/update_loop.adoc[game logic]
*  xref:core:cinematic/cinematics.adoc[Cinematics and motion paths]
*  xref:core:renderer/camera.adoc[Camera System]
**  Normal or parallel view
**  Multiple views

*  Swing canvas (e.g. for Applets)
*  xref:core:input/input_handling.adoc[Input handling]
**  Mouse, keyboard, joystick
**  xref:core:input/combo_moves.adoc[Combo moves]



== Networking

*  xref:networking:networking.adoc[SpiderMonkey API]
