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@@ -13,42 +13,41 @@ See also: xref:jme3/requirements.adoc[requirements].
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** Bundled with compatible JDK
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** xref:jme3/advanced/asset_manager.adoc[Asset Manager] for loading multi-media files and 3D models including asset name code completion
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** xref:sdk:default_build_script.adoc[Non-proprietary Ant build scripts]
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-** jME3-ready Javadoc popups, <<sdk/sample_code#,sample code projects>>, and code snippet palette
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-xr
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-* <<sdk/code_editor#,Full-featured Java and XML code editor>>
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-* <<sdk/update_center#,Plugins>>
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-** <<sdk/version_control#,File Version Control>>
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-** <<sdk/debugging_profiling_testing#,Debugger and Profiler (optional)>>
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-** <<sdk/model_loader_and_viewer#,Converters and Importers for game assets (3D models etc)>>
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-** <<sdk/scene_composer#,3D Scene Viewer and Scene Composer>>
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-** <<sdk/material_editing#,Material editor>>
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+** jME3-ready Javadoc popups, xref:sdk:sample_code.adoc[sample code projects], and code snippet palette
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+* xref:sdk:code_editor.adoc[Full-featured Java and XML code editor]
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+* xref:sdk:update_center.adoc[Plugins]
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+** xref:sdk:version_control.adoc[File Version Control]
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+** xref:sdk:debugging_profiling_testing.adoc[Debugger and Profiler (optional)]
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+** xref:sdk:model_loader_and_viewer.adoc[Converters and Importers for game assets (3D models etc)]
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+** xref:sdk:scene_composer.adoc[3D Scene Viewer and Scene Composer]
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+** xref:sdk:material_editing.adoc[Material editor]
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** Shader Node editor
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-** <<sdk/terrain_editor#,Terrain generation, painting, and editing>>
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-** <<jme3/external/fonts#,Custom font creator>>
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-** <<sdk/neotexture#,Procedural texture creator (NeoTexture)>>
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-** <<jme3/advanced/level_of_detail#,Level of Detail (LOD) generator>>
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-** <<sdk#,... and much more...>>
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+** xref:sdk:terrain_editor.adoc[Terrain generation, painting, and editing]
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+** xref:jme3/external/fonts.adoc[Custom font creator]
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+** xref:sdk:neotexture.adoc[Procedural texture creator (NeoTexture)]
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+** xref:jme3/advanced/level_of_detail.adoc[Level of Detail (LOD) generator]
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+** xref:sdk:sdk.adoc[... and much more...]
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-* <<sdk/application_deployment#,Deployment>>
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+* xref:sdk:application_deployment.adoc[Deployment]
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** Generates desktop executables for Win, Mac, Linux
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** Generates mobile executables for xref:sdk:android.adoc[Android], iOS support is in the works.
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** Generates JNLP WebStart and Java Browser Applets
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-* <<sdk/whynoteclipse#,Based on the NetBeans Platform>>
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+* xref:sdk:whynoteclipse.adoc[Based on the NetBeans Platform]
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** Supports all NetBeans IDE plugins
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== Physics
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-* <<jme3/advanced/physics#,JBullet physics binding>>
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-** <<jme3/advanced/walking_character#,Physical characters>>
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-** <<jme3/advanced/hinges_and_joints#,Physical joints and hinges>>
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-** <<jme3/advanced/vehicles#,Ray-cast vehicle>>
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-** <<jme3/advanced/ragdoll#,Ragdoll physics>>
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+* xref:jme3/advanced/physics.adoc[JBullet physics binding]
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+** xref:jme3/advanced/walking_character.adoc[Physical characters]
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+** xref:jme3/advanced/hinges_and_joints.adoc[Physical joints and hinges]
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+** xref:jme3/advanced/vehicles.adoc[Ray-cast vehicle]
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+** xref:jme3/advanced/ragdoll.adoc[Ragdoll physics]
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-* <<jme3/advanced/bullet_multithreading#,Multi-threaded physics>>
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-* <<jme3/advanced/physics#create_a_collisionshape,Mesh-accurate collision shapes>>
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+* xref:jme3/advanced/bullet_multithreading.adoc[Multi-threaded physics]
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+* xref:jme3/advanced/physics#create_a_collisionshape,Mesh-accurate collision shapes]
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== Supported Formats
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@@ -64,22 +63,22 @@ a|Learn more
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l|.j3o
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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. +
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During alpha and earlier development phases (when models still change a lot) you can alternatively load GLTF/OBJ models directly.
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-a|<<sdk/model_loader_and_viewer#,Model Loader and Viewer>>
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+a|xref:sdk:model_loader_and_viewer.adoc[Model Loader and Viewer]
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l|.j3m
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a|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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-a|<<jme3/advanced/materials_overview#,Materials Overview>> +
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-<<sdk/material_editing#,Material Editing>>
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+a|xref:jme3/advanced/materials_overview.adoc[Materials Overview] +
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+xref:sdk:material_editing.adoc[Material Editing]
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l|.j3md
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a|A Material definition. These are pre-defined templates for shader-based Materials. +
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Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.
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-a| <<jme3/advanced/materials_overview#,Materials Overview>>
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+a| xref:jme3/advanced/materials_overview.adoc[Materials Overview]
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l|.j3f
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a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.
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-a| <<sdk/filters#,Filters>> +
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-<<jme3/advanced/effects_overview#,Effects Overview>>
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+a| xref:sdk:filters.adoc[Filters] +
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+xref:jme3/advanced/effects_overview.adoc[Effects Overview]
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|===
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@@ -97,12 +96,12 @@ a|3D model
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a|Ogre Mesh XML *(soon to be discontinued)* +
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see:
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-* <<jme3/external/blender/blender_ogre_export#,Exporting Models as Ogre XML meshes from Blender>>
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-* <<jme3/external/blender/blender_ogre_compatibility#,Ogre Compatibility>>
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+* xref:jme3/external/blender/blender_ogre_export.adoc[Exporting Models as Ogre XML meshes from Blender]
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+* xref:jme3/external/blender/blender_ogre_compatibility.adoc[Ogre Compatibility]
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Converting to j3o:
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-* <<sdk/model_loader_and_viewer#,SDK convert>>
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+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
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* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
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l|.obj, .mtl
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@@ -110,7 +109,7 @@ a|3D model
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a|Wavefront +
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Converting to j3o:
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-* <<sdk/model_loader_and_viewer#,SDK convert>>
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+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
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* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
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l|.xbuf
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@@ -122,7 +121,7 @@ See:
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Converting to j3o:
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-* <<sdk/model_loader_and_viewer#,SDK convert>>
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+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
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* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
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l|.fbx
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@@ -134,7 +133,7 @@ See:
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Converting to j3o:
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-* <<sdk/model_loader_and_viewer#,SDK convert>>
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+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
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* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
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l|.gltf, .bin, .glb, custom extensions
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@@ -143,12 +142,12 @@ a|Blender version 2.78c onwards, +
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See:
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* link:https://hub.jmonkeyengine.org/t/jme-gltf-support/39174[gltf] forum post
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-* <<jme3/external/blender/blender_gltf#,Exporting Models as GlTF meshes from Blender>>
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+* xref:jme3/external/blender/blender_gltf.adoc[Exporting Models as GlTF meshes from Blender]
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Converting to j3o:
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* link:https://hub.jmonkeyengine.org/t/jmeconvert-tool/41831[JmeConvert tool]
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-* <<sdk/model_loader_and_viewer#,SDK convert>>
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+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
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* link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
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l|.jpg, .png, .gif
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@@ -199,7 +198,7 @@ a|OGG Vorbis music and sounds
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* GLSL support
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* Shader libraries
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* Shader permutations
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-* <<jme3/advanced/jme3_shadernodes#,Shader Nodes>>
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+* xref:jme3/advanced/jme3_shadernodes.adoc[Shader Nodes]
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== Material Lighting
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@@ -251,8 +250,8 @@ a|OGG Vorbis music and sounds
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== Special Effects
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-* <<jme3/advanced/particle_emitters#,Particles: Smoke, fire, explosions, etc>>
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-* <<jme3/advanced/effects_overview#,Post processing / 2D Filter Effects>>
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+* xref:jme3/advanced/particle_emitters.adoc[Particles: Smoke, fire, explosions, etc]
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+* xref:jme3/advanced/effects_overview.adoc[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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@@ -267,33 +266,33 @@ a|OGG Vorbis music and sounds
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== Terrain
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-* <<jme3/advanced/terrain#,Geomipmapped hightmap terrain>>
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-* <<jme3/external/blender/blender_ogre_compatibility#,Ogre Compatibility>>
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-* <<jme3/advanced/sky#,SkyBox and SkyDome>>
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+* xref:jme3/advanced/terrain.adoc[Geomipmapped hightmap terrain]
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+* xref:jme3/external/blender/blender_ogre_compatibility.adoc[Ogre Compatibility]
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+* xref:jme3/advanced/sky.adoc[SkyBox and SkyDome]
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* Terrain lighting
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== GUI / HUD
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-* <<jme3/advanced/hud#,Orthogonal (Billboard) node>>
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-* <<jme3/advanced/nifty_gui#,Nifty GUI integration>>
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+* xref:jme3/advanced/hud.adoc[Orthogonal (Billboard) node]
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+* xref:jme3/advanced/nifty_gui.adoc[Nifty GUI integration]
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== Miscellaneous
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-* <<jme3/advanced/application_states#,Application States>> and <<jme3/advanced/custom_controls#,Controls>> to implement <<jme3/advanced/update_loop#,game logic>>
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-* <<jme3/advanced/cinematics#,Cinematics and motion paths>>
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-* <<jme3/advanced/camera#,Camera System>>
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+* xref:jme3/advanced/application_states.adoc[Application States] and xref:jme3/advanced/custom_controls.adoc[Controls] to implement xref:jme3/advanced/update_loop.adoc[game logic]
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+* xref:jme3/advanced/cinematics.adoc[Cinematics and motion paths]
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+* xref:jme3/advanced/camera.adoc[Camera System]
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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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-* <<jme3/advanced/input_handling#,Input handling>>
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+* xref:jme3/advanced/input_handling.adoc[Input handling]
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** Mouse, keyboard, joystick
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-** <<jme3/advanced/combo_moves#,Combo moves>>
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+** xref:jme3/advanced/combo_moves.adoc[Combo moves]
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== Networking
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-* <<jme3/advanced/networking#,SpiderMonkey API>>
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+* xref:jme3/advanced/networking.adoc[SpiderMonkey API]
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