Below we have listed projects of great importance to the jMonkey project. Anyone considering making a contribution, or even trying out as a dedicated developer, should definitely read into this list and consider getting involved with some work of high priority.
Got a suggestion? Please discuss it in the forum.
If the forum won't suffice we can always be reached at contact@jmonkeyengine.com
jME3's preliminary JBullet integration is in a fairly mature stage, with most of its core components working. In the future the next step will be to create a native version of jme3 (bullet) physics as a “2.0” version (1.0 might still stay valid then due to native dependency of 2.0)
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.
Currently ongoing work involves:
jME's sound engine is almost complete, but lacks more extensive testing and has room for improvements.
One of the most sought after features for jME is a complete terrain system, topped off with a user-friendly visual editor. → Terrain Systems
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.
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)
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Basic path-finding, primitive bot behavior…
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 First-person_shooter.
Add a new post process effect to jME, follow the way the HDRProcessor and BasicShadowProcessor were designed. Some examples of post process effects:
Create a game state system, similar to jME2's StandardGame and GameState. Please call it AppState though.
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.
Here some links:
http://www.xmlvm.org/overview/ http://www.xmlvm.org/iphone/ http://www.cokeandcode.com/aboidblog
opengl-compatlib (in sourcefolder src/xmlvm2objc/compat-lib/java ): org..xmlvm.iphone.gl