See also: Feature comparison and requirements.
Software Development Kit: jMonkeyEngine SDK
-
Creates jME3-ready Java projects
-
Preconfigured classpath
-
Bundled with compatible JDK
-
Asset Manager for loading multi-media files and 3D models
including asset name code completion -
jME3-ready Javadoc popups, sample code projects, and code snippet palette
-
-
-
Shader Node editor
-
Support for custom Asset Packs with your models, textures, and more
-
-
Generates desktop executables for Win, Mac, Linux
-
Generates mobile executables for Android, iOS support is in the works.
-
Generates JNLP WebStart and Java Browser Applets
-
-
Based on the NetBeans Platform
-
Supports all NetBeans IDE plugins
-
Physics
Supported Formats
-
Models: Blender (.blend)
-
Models: Ogre3D model (.mesh.xml, .skeleton.xml, .material), Ogre3D dotScene (.scene)
-
Models: Wavefront (.OBJ, .MTL)
-
Models: Collada
-
Models: 3DS
-
Textures: .DDS, .HDR, .PFM, .TGA, .JPG, .PNG, .GIF.
-
Font: BMFont fonts (.FNT)
-
Audio: Waveform (.WAV), Ogg/Vorbis (.OGG)
-
jME3 binary files (models and scenes): .j3o
-
jME3 materials: .j3m
-
jME3 material definitions: .j3md
-
jME3 filter post processors: .j3f
Shaders
-
GLSL support
-
Shader libraries
-
Shader permutations
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
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
-
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
-
Terrain lighting
Miscellaneous
-
Application States and Controls to implement game logic
-
-
Normal or parallel view
-
Multiple views
-
-
Swing canvas (e.g. for Applets)
-
-
Mouse, keyboard, joystick
-