jME (jMonkey Engine) is a high performance scene graph based graphics API.
jME was built to fulfill the lack of full featured graphics engines written in Java. Using an abstraction layer, it allows any rendering system to be plugged in. Currently, both LWJGL and JOGL are supported.
jME is completely open source under the BSD license. You are free to use jME in anyway you see fit, hobby or commercial. All we ask is a little footnote.
jME was created by Mark Powell in 2003. Joshua Slack joined jME at the end of the same year and became a core member and integral part of the jME team. Together, alongside a core team of developers, they built the JMonkeyEngine from v0 to v2.0 and established the community that still flourishes to this day.
Since August 2008, the project has gone through a lot of changes. The initial core team is no more, and new front figures are emerging. As the sole architect and developer of the new JME 3.0 branch, Kirill Vainer holds the reins as lead programmer of JME. In management, Erlend Sogge Heggen and Skye Book are hard at work establishing a new and stronger JME project in the spirit of open software.
Full History
jME is a scenegraph based architecture. The scenegraph allows for organization of the game data in a tree structure.
Discarding can mean a variety of things, but the most significant in Graphics programming is culling of data. jME's camera system uses frustum culling to throw out scene branches that are not visible. This allows for complex scenes to be rendered quickly, as typically, most of the scene is not visible at any one time.
The leaf nodes of the scenegraph are Geometry that will be rendered to the display. There are many supported Geometry's, including: Bezier Patches, Line, Points, Models (Milkshape, MD2, ASE, etc), Terrain, Level of Detail, and more.
jME also supports many high level effects, such as: Imposters (Render to Texture), Environmental Mapping, Lens Flare, Tinting, Particle Systems, etc.
jME supplies the user with easy to use, but powerful application classes for building the application. Jumping into jME should be a quick and painless process. With a small learning curve, you can have your game up and running in no time.
| Complete Features List | 2008/01/11 09:44 | Mark Powell |
| Core Team | 2010/02/27 05:40 | Erlend Sogge Heggen |
| Due Accreditations | 2010/02/27 05:56 | Erlend Sogge Heggen |
| Roadmap | 2010/02/27 05:18 | Erlend Sogge Heggen |
| jME Architecture Overview | 2007/09/27 11:25 | Doug Daniels |
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