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Developer(s) | The jME core team |
---|---|
Stable release | 3.7.0 / October 21, 2024 [1] |
Repository | |
Written in | Java |
Operating system | Cross-platform |
Platform | Java (JVM) |
Type | Game engine |
License | New BSD license |
Website | jmonkeyengine |
jMonkeyEngine (abbreviated JME or jME) is an open-source and cross-platform game engine for developing 3D games written in Java. [2] 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.
jMonkeyEngine is community-centric and open-source. It is released under the New BSD license. It is used by several commercial game studios [3] [4] and educational institutions. [5] [6] [7] The default jMonkeyEngine 3 comes integrated with a software development kit (SDK).
By itself, jMonkeyEngine is a collection of computing libraries, making it a low-level game development tool. Coupled with an integrated development environment like the official jMonkeyEngine 3 SDK, it becomes a higher-level game development environment with multiple graphical components.
The SDK is based on the NetBeans Platform, enabling graphical editors and plugin capabilities. Alongside the default NetBeans update centers, the SDK has its own plugin repository and a selection between stable point releases or nightly updates.
Since March 5th, 2016, the SDK is no longer officially supported by the core team. It is still being actively maintained by the community. The term "jMonkeyPlatform" is also used interchangeably with "jMonkeyEngine 3 SDK."
jMonkeyEngine helps to improve the lack of full featured graphics engines written in Java. The project has evolved over time.
Version 0.1 to 2.0 of jMonkeyEngine marks the time from when the project was first established in 2003, until the last 2.0 version was released in 2008. When the original core developers gradually discontinued work on the project throughout the end of 2007 and the beginning of 2008, Version 2.0 had not yet been made officially stable. The code-base became adopted for commercial use and was most popular with the engine's community at the time.
Since the departure of jME's core developers in late 2008, the codebase remained practically stagnant for several months. The community continued to commit patches, but the project was not moving in any clear direction. Development on Version 3.0 started as an experiment.
The first preview release of jME3 in early 2009 drew positive attention [10] from many members in the community, and the majority agreed that this new branch would be the official successor to jME 2.0. From there on, all the formalities were sorted out between the previous core developers and the new.
Ardor3D began life on September 23, 2008, as a fork from jMonkeyEngine by Joshua Slack and Rikard Herlitz due to what they perceived as irreconcilable issues with naming, provenance, licensing, and community structure in that engine, [37] as well as a desire to back a powerful open-source Java engine with organized corporate support.
The first public release came January 2, 2009, with new releases following every few months thereafter. In 2011, Ardor3D was used in the Mars Curiosity mission both by NASA Ames [38] and NASA JPL [39] for visualizing terrain and rover movement.
On March 11, 2014, Joshua Slack announced that the project would be abandoned, although the software itself would remain under zlib license and continue to be freely available. [40] [41] However, a subset of Ardor3D called "JogAmp's Ardor3D Continuation" [42] [43] was still actively maintained by Julien Gouesse as of 2014. [44] [45]
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Software Aspects of Game Development
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