JMonkeyEngine
| Company type | Open-source software project |
|---|---|
| Industry | Video game development |
| Founded | 2003 |
| Founder | Mark Powell, Joshua Slack |
Area served | Cross-platform (Windows, Linux, macOS, Raspberry Pi, Android, iOS alpha) |
Key people | jME core team |
| Products | jMonkeyEngine game engine, jMonkeyEngine 3 SDK (jMonkeyPlatform) |
| Owner | Community-led development |
| Website | jmonkeyengine |
jMonkeyEngine (also known as JME or jME) is a cross-platform, open-source game engine designed for creating 3D games using the Java programming language. It facilitates game development on multiple operating systems, including Windows, Linux, macOS, Raspberry Pi, Android, and an alpha version for iOS. The engine's standard rendering system is built upon the Lightweight Java Game Library, with an alternative renderer utilizing Java OpenGL.
The jME core team leads the development of jMonkeyEngine, which is distributed under the terms of the New BSD License. The project prioritizes collaborative input from its user community and finds application both in commercial game production and academic settings. Version 3 of jMonkeyEngine integrates a comprehensive SDK aimed at optimizing the game creation process.
jMonkeyEngine 3 SDK
At its foundation, jMonkeyEngine consists mainly of a suite of software libraries, functioning as a low-level toolset for game creation. When combined with an integrated development environment such as the official jMonkeyEngine 3 SDK, it evolves into a more advanced game development platform equipped with various graphical tools.
Constructed atop the NetBeans Platform, the SDK offers graphical editing capabilities and supports a modular architecture through plugins. It maintains its own repository for plugins in addition to the default NetBeans update centers, allowing users to select between stable point release versions or nightly builds.
Although official support from the core team for the SDK concluded on March 5, 2016, active maintenance continues within the community. The terms "jMonkeyPlatform" and "jMonkeyEngine 3 SDK" are used synonymously.
History
jMonkeyEngine was created to fill the gap of comprehensive Java-based graphics engines and has undergone substantial development since its origin.
jMonkeyEngine 0.1 – 2.0
From its launch in 2003 through to the final 2.0 release in 2008, jMonkeyEngine was primarily developed by Mark Powell (MojoMonkey) and Joshua Slack (Renanse). While Version 2.0 never received an official stable release designation, it achieved both commercial use and popularity among its user base. By early 2008, the principal developers had begun to withdraw from active involvement.
jMonkeyEngine 3.0
Following the departure of core contributors in late 2008, progress on the codebase stalled until renewed interest from the community revived efforts. The experimental branch that became Version 3.0 emerged in early 2009 and quickly gained traction as the official successor to jME 2.0.
Projects powered by jMonkeyEngine
- Nord, a browser-based massively multiplayer online game (MMO) hosted on Facebook, developed by Skygoblin.
- Grappling Hook, an independent first-person action and puzzle title.
- Drohtin, a real-time strategy (RTS) game.
- Chaos, a cooperative 3D fantasy role-playing game (RPG) created by 4Realms.
- Skullstone, a single-player dungeon crawler featuring retro-style 3D graphics, developed by Black Torch Games.
- Spoxel, a 2D sandbox action-adventure game produced by Epaga Games.
- Lightspeed Frontier, a space-themed sandbox incorporating RPG elements, construction, and exploration by Crowdwork Studios.
- Subspace Infinity, a top-down 2D space fighter MMO.
- 3079 and 3089, procedurally generated open-world RPGs developed by Phr00t's Software.
- New Star Soccer, a mobile football game from New Star Games.
Reception
- Presentation at JavaOne 2008
- Finalist for the PacktPub Open Source Graphics Software Award in 2010
Ardor3D fork
On September 23, 2008, Joshua Slack and Rikard Herlitz initiated Ardor3D as a fork of jMonkeyEngine. This split arose from conflicts regarding project naming, licensing terms, and community management, with an emphasis on establishing a well-supported open-source Java engine backed by corporate sponsors.
The initial public version was released on January 2, 2009, followed by consistent updates thereafter. In 2011, both NASA's Ames Research Center and Jet Propulsion Laboratory utilized Ardor3D for visualizing terrain and rover operations during the Mars Curiosity mission.
Joshua Slack declared the project's end on March 11, 2014; however, the software continued to be accessible under the zlib license. A maintained offshoot known as "JogAmp's Ardor3D Continuation," led by Julien Gouesse, remained active from 2014 onward.
External links
- Official website