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- <div class="paragraph"><p>+
- Got a suggestion? Please discuss it in the <a href="http://www.jmonkeyengine.com/forum/">forum</a>.</p></div>
- <div class="paragraph"><p>+</p></div>
- <div class="quoteblock"><blockquote><div class="literalblock"><div class="content"><pre>If the forum won't suffice we can always be reached at mailto:&#x63;&#x6f;&#x6e;&#x74;&#x61;&#x63;&#x74;&#x40;&#x6a;&#x6d;&#x6f;&#x6e;&#x6b;&#x65;&#x79;&#x65;&#x6e;&#x67;&#x69;&#x6e;&#x65;&#x2e;&#x63;&#x6f;&#x6d;[]</pre></div></div></blockquote></div></div></div>
- <div class="sect2"><h3 id="worth-noting">Worth noting</h3><div class="paragraph"><p><strong>Difficulty setting pending:</strong> The developers have yet to estimate difficulty and scope for each of the suggested projects.</p></div>
- <div class="paragraph"><p>+
- <strong>GDE-appropriate:</strong> Many of the suggestions below would be most suitable as an extension to our WIP '<a href="http://www.jmonkeyengine.com/forum/index.php?board=33.0">Game Development Environment</a>', but won’t be identified as such until further evaluation. Doing so keeps the jME 3.0 core clean and lean.</p></div>
- <div class="sect2"><h3 id="finish-extend-sound-engine">Finish/extend sound engine</h3><div class="paragraph"><p>jME’s sound engine is almost complete, but lacks more extensive testing and has room for improvements.</p></div></div>
- <div class="sect2"><h3 id="new-terrain-system">New terrain system</h3><div class="paragraph"><p>One of the most sought after features for jME is a complete terrain system, topped off with a user-friendly visual editor. → <a href="http://jmonkeyengine.com/wiki/doku.php/terrain_systems">Terrain Systems</a></p></div></div>
- <div class="sect2"><h3 id="basic-ai-system">Basic AI system</h3><div class="paragraph"><p>Basic path-finding, primitive bot behavior…</p></div></div>
- <div class="sect2"><h3 id="game-frameworks">Game frameworks</h3><div class="paragraph"><p>A great way of adding to jME3’s accessibility. A 'game framework' would be a bare-bones implementation of a genre-specific, clearly defined type of gameplay, like a <a href="http://en.wikipedia.org/wiki/First-person_shooter">First-person_shooter</a>.</p></div></div>
- <div class="sect2"><h3 id="extended-builders-for-particle-effects">Extended builders for particle effects</h3></div>
- <div class="sect2"><h3 id="cinematics">Cinematics</h3><div class="paragraph"><p>A system that eases the job of handling all the different kinds of camera-, recording and playback work involved for making a cinematic in any type of game. Additionally, the use of pre-rendered and edited footage in-game (either in 3D space or contained in cut scenes)</p></div></div>
- <div class="sect2"><h3 id="game-development-environment-editors">Game Development Environment: Editors</h3><div class="paragraph"><p>Editors for the gde could become a way to avoid bloating the core engine. More specialized tools like cinematics creation and terrain editing might be best suited as an extension to the jME3 Game Development Environment.</p></div></div>
- <div class="sect2"><h3 id="post-process-effect">Post process effect</h3><div class="paragraph"><p>Add a new post process effect to jME, follow the way the HDRProcessor and BasicShadowProcessor were designed. Some examples of post process effects:</p></div>
- <div class="ulist"><ul><li><p>Motion Blur</p></li><li><p>Depth of Field</p></li><li><p>Parallel-Split Shadow Maps</p></li><li><p>More advanced shadow filtering (VSM, Jittered)</p></li><li><p>Bloom</p></li></ul></div></div>
- <div class="sect2"><h3 id="jme-importer">jME Importer</h3><div class="paragraph"><p>Create a new importer for jME, it should be a popular format for most effectiveness. Some examples:</p></div>
- <div class="ulist"><ul><li><p>3DS</p></li><li><p>OBJ - MTL (material) file import. Should be able to support normal and specular maps!</p></li><li><p>Collada (advanced)</p></li></ul></div></div>
- <div class="sect2"><h3 id="scene-editor">Scene editor</h3><div class="paragraph"><p>Create a scene editor, with model importing, moving around models, editing particles and applying materials, etc.
- If you want something simpler than the above, you can just write a particle editor</p></div></div>
- <div class="sect2"><h3 id="game-state-system-appstate">Game state system: AppState</h3><div class="paragraph"><p>Create a game state system, similar to jME2’s StandardGame and GameState. Please call it AppState though.</p></div></div>
- <div class="sect2"><h3 id="improved-multithreading-support">Improved multithreading support</h3><div class="paragraph"><p>(advanced)</p></div></div>
- <div class="sect2"><h3 id="deferred-rendering">Deferred rendering</h3><div class="paragraph"><p>(advanced)</p></div></div>
- <div class="sect2"><h3 id="hardware-skinning">Hardware skinning</h3></div>
- <div class="sect2"><h3 id="a-jme-game">A jME Game</h3><div class="paragraph"><p>Create a game using jME. Doesn’t have to be advanced or graphically intense, something like pacman in 3D for example for geeneral optimization of the engine and many community resources.</p></div></div>
- <div class="sect2"><h3 id="android-interface">Android Interface</h3><div class="paragraph"><p>E.g. Create “virtual arrow keys and other buttons on the screen, for those phones without keyboard but only touchscreen.</p></div></div>
- <div class="sect2"><h3 id="android-multitouch-support">Android Multitouch support</h3><div class="paragraph"><p>(Android 2.1 only?)</p></div></div>
- <div class="sect2"><h3 id="android-trackball-support">Android Trackball support</h3></div>
- <div class="sect2"><h3 id="general-core-android-optimizations">General core Android optimizations</h3></div>
- <div class="sect2"><h3 id="evaluation-game-asset-pipeline">Evaluation: Game Asset Pipeline</h3><div class="ulist"><ul><li><p>Evaluate various model converters and creators, audio tools, 3-D and 2-D graphic tools (free and paid).</p></li><li><p>Write an example make script that regenerates the artwork everytime the designer made changes, and copies the files to the developer’s directory.</p></li><li><p>Collect the best practices (pros/cons/limitations of tools and approaches) in a comparison table.</p></li></ul></div></div>
- <div class="sect2"><h3 id="evaluation-deployment-options">Evaluation: Deployment Options</h3><div class="ulist"><ul><li><p>Applet, Webstart, OneJAR, …</p></li><li><p>Free vs commercial executable creators for all supported operating systems…</p></li><li><p>Icons, auto-updaters, and installers, for all supported operating systems…</p></li><li><p>Write an ant target that generates:</p><div class="ulist"><ul><li><p>zipped release-ready desktop executables for all operating systems…</p></li><li><p>Webstartable or Applet-ready JARs…</p></li></ul></div></li><li><p>Collect the best practices (pros/cons/limitations) in a comparison table.</p></li></ul></div></div>
- <div class="sect2"><h3 id="jme-on-the-iphone">jME on the iPhone</h3><div class="paragraph"><p>XMLVM is a project that let’s you convert .class-files (and .net-clr files) into xml-files. This xml-files then
- can be translated into different targets and also objective c. They already implemented an compatibilty layer you can write your android-application against and create iphone objective c-sourcecode including makefiles out of it. (It seems that) all you have to do is to run the makefile on a MAC. Kev Glass implemented the opengl-translation and one nehe-lesson is included as example.</p></div>
- <div class="paragraph"><p>Here some links:</p></div>
- <div class="paragraph"><p><a href="http://www.xmlvm.org/overview/">http://www.xmlvm.org/overview/</a>
- <a href="http://www.xmlvm.org/iphone/">http://www.xmlvm.org/iphone/</a>
- <a href="http://www.cokeandcode.com/aboidblog">http://www.cokeandcode.com/aboidblog</a></p></div>
- <div class="paragraph"><p>opengl-compatlib (in sourcefolder src/xmlvm2objc/compat-lib/java ):
- org..xmlvm.iphone.gl</p></div></div></div></div><div id="footer"><div id="footer-text">Version <br>Last updated 2016-07-22 07:15:15 UTC</div></div><script type="text/javascript" src="https://cdn.jsdelivr.net/docsearch.js/2/docsearch.min.js"></script><script>docsearch({
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