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- = Starting a JME3 application from the command-line
- :revnumber: 2.0
- :revdate: 2020/07/15
- :keywords: documentation, install
- Although we recommend the jMonkeyEngine xref:sdk:sdk.adoc[SDK] for developing JME3 games, you can use any IDE (integrated development environment) such as xref:jme3/setting_up_netbeans_and_jme3.adoc[NetBeans] or xref:jme3/setting_up_jme3_in_eclipse.adoc[Eclipse], and even work freely from the command-line. Here is a generic IDE-independent "`getting started`" tutorial.
- == Installing the JME3 Framework
- There are many ways to install the JME framework from the command-line, but for this tutorial we will narrow it down to two, the easy way and the hard way.
- == Installing with Git (easy way)
- You can build JME3 from the sources. (Recommended for JME3 developers.) This example expects link:https://help.github.com/articles/set-up-git/[Git] to be installed on your system.
- [source]
- ----
- mkdir jme3
- cd jme3
- // if you have a rsa key configured
- git clone [email protected]:jMonkeyEngine/jmonkeyengine.git
- // or
- // if you don't, but you'll be asked for credential after the next command
- git clone https://github.com/jMonkeyEngine/jmonkeyengine.git
- //can take a while
- // build the engine and install it in your local maven repo.
- ./gradlew install
- ----
- TIP: What is an link:https://help.github.com/articles/adding-a-new-ssh-key-to-your-github-account/[RSA key]?
- The install command will install the built jars into your local maven repositories org.jmonkeyengine folder, which on Linux is ~/.m2, and on Windows might be in AppData, or in your home directory.
- To use the engine in a game project, you can use link:https://hub.jmonkeyengine.org/t/bootmonkey-bootstrap-your-jme-project/37141[BootMonkey] or clone a template project from GitHub.
- To use the template, first create a folder for your project:
- [source]
- ----
- cd ..
- mkdir HelloJME3
- cd HelloJME3
- ----
- Next, clone one of these templates:
- * link:https://github.com/Simsilica/Examples/tree/master/simple-jme[Simsilica/Examples]
- * link:https://github.com/Nehon/base-jme[Nehon/base-jme]
- After cloning, open the `build.gradle` file and uncomment the `mavenLocal()` repository, change the version variable, and uncomment any dependencies you will need:
- [source]
- ----
- repositories {
- //This is where jme3 dependencies are stored.
- jcenter()
- //Uncomment this if you install local dependencies.
- mavenLocal()
- //Uncomment this if you use external dependencies
- //mavenCentral()
- //Uncomment this if you use jme3-niftygui
- //maven{url 'http://nifty-gui.sourceforge.net/nifty-maven-repo'}
- }
- ext.jmeVersion = "[3.2,)"
- ...
- dependencies {
- compile "org.jmonkeyengine:jme3-core:$jmeVersion"
- compile "org.jmonkeyengine:jme3-desktop:$jmeVersion"
- compile "org.jmonkeyengine:jme3-lwjgl:$jmeVersion"
- //Those are jme3 additional library uncomment the ones you need
- //compile "org.jmonkeyengine:jme3-android-native:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-android:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-bullet-native-android:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-blender:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-bullet-native:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-bullet:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-effects:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-jogg:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-jogl:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-lwjgl3:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-networking:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-plugins:$jmeVersion"
- //compile "org.jmonkeyengine:jme3-terrain:$jmeVersion"
- //You need to uncomment nifty repository in the repositories section if you use this dependency
- //compile "org.jmonkeyengine:jme3-niftygui:$jmeVersion"
- runtime project(':assets')
- }
- ...
- ----
- For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].
- That's it, you're done. After the clone, you will have a project that contains a source package with a default blue cube JME3 app and a subproject that has the proper asset directory structure for your assets.
- Build and run your project and you should see a blue cube.
- == Manual Download (hard way)
- This example shows how to set up and run a simple application (HelloJME3) that depends on the jMonkeyEngine3 libraries.
- The directory structure will look as follows:
- [source]
- ----
- jme3/
- jme3/lib
- jme3/src
- ...
- HelloJME3/
- HelloJME3/lib
- HelloJME3/assets
- HelloJME3/src
- ...
- ----
- To install the development version of jme3, download the latest link:https://github.com/jMonkeyEngine/jmonkeyengine/releases[stable release], unzip the folder into a directory named `jme3`. The filenames here are just an example, but they will always be something like `jME3.x-stable`.
- [source]
- ----
- mkdir jme3
- cd jme3
- unzip jME3.2-stable.zip
- cd ..
- ----
- == Sample Project Directory Structure
- First we set up the directory and source package structure for your game project. Note that the game project directory `HelloJME3` is on the same level as your `jme3` folder. In this example, we create a Java package that we call `mygame` in the source directory.
- [source]
- ----
- mkdir HelloJME3
- mkdir HelloJME3/src
- mkdir HelloJME3/src/mygame
- ----
- == Libraries
- Next you copy the necessary JAR libraries from the download to your project. You only have to do this set of steps once every time you download a new JME3 build. For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].
- [source]
- ----
- mkdir HelloJME3/build
- mkdir HelloJME3/lib
- cp jme3/lib/*.* HelloJME3/lib
- ----
- === Sample Code
- To test your setup, create the file `HelloJME3/src/mygame/HelloJME3.java` with any text editor, paste the following sample code, and save.
- [source,java]
- ----
- package mygame;
- import com.jme3.app.SimpleApplication;
- import com.jme3.material.Material;
- import com.jme3.math.Vector3f;
- import com.jme3.scene.Geometry;
- import com.jme3.scene.shape.Box;
- import com.jme3.math.ColorRGBA;
- public class HelloJME3 extends SimpleApplication {
- public static void main(String[] args){
- HelloJME3 app = new HelloJME3();
- app.start();
- }
- @Override
- public void simpleInitApp() {
- Box b = new Box(Vector3f.ZERO, 1, 1, 1);
- Geometry geom = new Geometry("Box", b);
- Material mat = new Material(assetManager,
- "Common/MatDefs/Misc/Unshaded.j3md");
- mat.setColor("Color", ColorRGBA.Blue);
- geom.setMaterial(mat);
- rootNode.attachChild(geom);
- }
- }
- ----
- == Build and Run
- We build the sample application into the build directory…
- [source]
- ----
- cd HelloJME3
- javac -d build -cp "lib/eventbus.jar:lib/j-ogg-all.jar:lib/jme3-lwjgl.jar:lib/jme3-bullet.jar:lib/jinput.jar:lib/lwjgl.jar:lib/stack-alloc.jar:lib/vecmath.jar:lib/xpp3.jar:lib/jme3-blender.jar:lib/jme3-core.jar:lib/jme3-desktop.jar:lib/jme3-jogg.jar:lib/jme3-plugins.jar:lib/jme3-terrain.jar:lib/jme3-testdata.jar:lib/jme3-niftygui.jar:lib/nifty-default-controls.jar:lib/nifty-examples.jar:lib/nifty-style-black.jar:lib/nifty.jar:." src/mygame/HelloJME3.java
- ----
- … and run it.
- [source]
- ----
- cd build
- java -cp "../lib/eventbus.jar:../lib/j-ogg-all.jar:../lib/jme3-lwjgl.jar:../lib/jme3-bullet.jar:../lib/jinput.jar:../lib/lwjgl.jar:../lib/stack-alloc.jar:../lib/vecmath.jar:../lib/xpp3.jar:../lib/jme3-blender.jar:../lib/jme3-core.jar:../lib/jme3-desktop.jar:../lib/jme3-jogg.jar:../lib/jme3-plugins.jar:../lib/jme3-terrain.jar:../lib/jme3-testdata.jar:../lib/jme3-niftygui.jar:../lib/nifty-default-controls.jar:../lib/nifty-examples.jar:../lib/nifty-style-black.jar:../lib/nifty.jar:." mygame/HelloJME3
- ----
- NOTE: If you use Windows, the classpath separator is kbd:[\ ] instead of kbd:[/].
- If a settings dialog pops up, confirm the default settings. You should now see a simple window with a 3-D cube. Use the mouse and the WASD keys to move. It works!
- == Recommended Asset Directory Structure
- For xref:tutorials:intermediate/multi-media_asset_pipeline.adoc[multi-media files, models, and other assets], we recommend creating the following project structure:
- [source]
- ----
- cd HelloJME3
- mkdir assets
- mkdir assets/Interface
- mkdir assets/Materials
- mkdir assets/MatDefs
- mkdir assets/Models
- mkdir assets/Scenes
- mkdir assets/Shaders
- mkdir assets/Sounds
- mkdir assets/Textures
- ----
- This directory structure will allow xref:jme3/intermediate/simpleapplication.adoc[SimpleApplication]'s default xref:jme3/advanced/asset_manager.adoc[AssetManager] to load media files from your `assets` directory, like in this example:
- [source]
- ----
- import com.jme3.scene.Spatial;
- ...
- Spatial elephant = assetManager.loadModel("Models/Elephant/Elephant.meshxml");
- rootNode.attachChild(elephant);
- ...
- ----
- You will learn more about the asset manager and how to customize it later. For now feel free to structure your assets (images, textures, models) into further sub-directories, like in this example the `assets/models/Elephant` directory that contains the `elephant.mesh.xml` model and its materials.
- == Next Steps
- Now follow the xref:tutorials:beginner/beginner.adoc[tutorials] and write your first jMonkeyEngine game.
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