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JMonkey Engine
EntityQ285718· pop 12· linked from 174 articles

JMonkey Engine

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Also known as JME

jMonkeyEngine (abbreviated JME or jME) is an open-source and cross-platform game engine for developing 3D games written in Java. It can be used to write games for Windows, Linux, macOS, Raspberry Pi, Android, and iOS (currently in alpha testing). It uses Lightweight Java Game Library as its default renderer, and also supports another renderer based on Java OpenGL.

In the Vinony graph

Within Vinony's link graph, JMonkey Engine is referenced by 174 other articles, and connects out to BSD licenses, list of game engines and Facebook.

Vinony files it under 2003 software, 3D scenegraph APIs and Free 3D graphics software.

Its subject is documented across 12 Wikipedia language editions.

Key facts

Software.name
jMonkeyEngine
Software.logo
Jmonkey-logo-head-tilted.png
Software.logo size
150px
Software.developer
The jME core team
Software.latest_release_version
3.7.0
Software.operating system
Cross-platform
Software.programming language
Java
Software.platform
Java (JVM)
Software.genre
Game engine
Software.license
New BSD license

via Wikipedia infobox

Source code

jMonkeyEngine is a 3-D game engine for adventurous Java developers. It’s open-source, cross-platform, and cutting-edge. v3.8.0 is the latest stable version of the engine. Go to to download the jMonkeyEngine SDK. Read the wiki for the installation guide and tutorials. Join the discussion forum to participate in our community, get your questions answered, and share your projects. Technology Stack windowed, multi-platform IDE derived from NetBeans libraries for GUI, networking, physics, SFX, terrain, importing assets, etc. platform-neutral core library for scene graph, animation, rendering, math, etc. LWJGL v2/v3 (to access GLFW, OpenAL, OpenGL, and OpenVR) or Android or iOS Java Virtual Machine (v8 or higher) You can run the "jme3-examples" app: using Bash or Fish or PowerShell or Zsh: ./gradlew run using Windows Command Prompt: . gradlew run You can restore the project to a pristine state: using Bash or Fish or PowerShell or Zsh: ./gradlew clean using Windows Command Prompt: . gradlew clean You can optionally use the -Pexample property to specify an example to start without the need to navigate the test chooser, e.g.: Make sure to have the SDK installed and configured properly, and the emulator running before executing the command. To run all tests and generate a JaCoCo code coverage report, run the testCodeCoverageReport Gradle task. To avoid the generation of the report, use the test task instead. This runs all subproject tests and produces two sets of HTML reports: Aggregated report (all modules combined): build/reports/jacoco/testCodeCoverageReport/html/index.html Per-module reports : /build/reports/jacoco/test/html/index.html

Excerpt from the source-code README · 6,927 chars · not written by Vinony

Wikidata facts

Instance of
free software
Official website
jmonkeyengine.org
Show 8 more facts
operating system
Microsoft Windows
programmed in
Java
source code repository URL
github.com/jMonkeyEngine/jmonkeyengine
copyright license
zlib License
software version identifier
3.9.0
software quality assurance
continuous integration
inception
2003-00-00
Sources (5)

via Wikidata · CC0

Article · Español

jMonkey Engine (abreviado jME) es un motor de videojuegos libre orientado al desarrollo moderno de videojuegos en tres dimensiones. jME es uno de los engines 3D más completos escritos en Java. jME es una API basada en árbol de nodos. La mayoría de la inspiración de jME proviene de David Eberly y su libro 3D Game Engine Design. Usando una capa de abstracción permite cualquier API de renderizado, adosable en forma de plugin. Actualmente LWJGL y JOGL ya son compatibles. jME es completamente de código abierto, y se publica bajo la licencia BSD. Fue creado por Mark Powell en 2003 mientras investigaba OpenGL. Después de descubrir LWJGL, decidió que Java (su lenguaje preferido) sería perfecto para crear sus propias aplicaciones gráficas. Estas herramientas pronto se convertirían en un motor primitivo. Después de leer el libro 3D Game Engine Design de David Eberly, implementó la arquitectura de grafo de escenas (árbol de nodos). Fue entonces cuando jME empezó a formar parte del repositorio de software Sun en Java.net. jME captó a desarrolladores que ampliaban sus funciones. Poco a poco jME adquirió modernos efectos gráficos y se convirtió en una plataforma estable para el desarrollo de videojuegos. Joshua empezó a formar parte de jME a finales de 2003 y se convirtió en uno de los programadores principales de jMonkey Engine.

Abstract from DBpedia / Wikipedia · CC BY-SA

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