2.0 pre-alpha source released

After many, many promises, the day you thought would never come has finally arrived!



The foundational source code for 2.0 is now public.  You can check it out over at our svn code repository. (http://code.google.com/p/jmonkeyengine/)



Please note that it is NOT considered final, or even close to final.  There are many changes that we are looking forward to making, some of them could even be fairly major.  The reason it is being made public at all is mostly to get changes out to a place where all the developers and an ARB panel can start poking at it.  If you want to use it, go ahead, but do it with the understanding that we will ruthlessly drop things rather than deprecate them, etc.  "Caveat Utilitor."



Here's what has made it in so far:  (this list may not be all encompassing.)



  • The batch classes and SceneElement have been rolled back out.

  • We now use Enumerations pretty much everywhere in the API, making it a lot easier to figure out what values you have available.  I've tried to comment all the tricky ones.  We'll of course have more documentation to add, and I'm sure more Enums as well.

  • 40+ new Image types supported, We now have support for all OpenGL1.1 image formats, as well as float formats (not tested though).

  • We have 3 new mirror texture wrap types and now support specifying wrap on the R axis.

  • We now support 1D, 3D and CubeMap textures.

  • We now support 2 new Environmental map modes (NormalMap and ReflectionMap)

  • 2 sided stencil support and stencil wrapping

  • Lots more control over blending (including use of glBlendColor, glBlendEquation, glBlendEquationSeparate and glBlendFuncSeparate)

  • New particle features: Timelines and animated textures.  (With updated support in the editor)

  • Some updated support for Collada, specifically we now have support for library_nodes, which is especially useful for loading in sketchup models. (Still not perfect, of course)

  • Simple Bone and animation blending support.  (Mostly this was checked in to keep us from having to maintain two versions of jME at work, I'd love to see the whole Bone and Skinning upgraded by a clever user or dev... hint hint.)

  • New stats system...  Instead of the old fps bar at the bottom, we now have a nice charting package.  It's customizable, and you can turn off stats collecting at run time.

  • Lots of small bug fixes and changes over the last 6 months that I can't remember... 


Great work guys! I am really looking forward to trying this out.  8)

Congratulations!



May we get some numbers regarding performance improvement? It's labeled alpha, but should we really expect major problems with it or is it based partially on tested stable code?

Congrats !, can't wait to check it out.  8)

I don't think performance will change all too much because I've tried to keep the 1.0 version up to date with the biggest performance updates.  The difference is mostly ease of use, new features, and future compatibility.



To answer the question about stability, we use it at work as our base, so I'd consider it stable, but then again, if something is broken I'm also in a position to quickly fix it…

renanse said:

I don't think performance will change all too much because I've tried to keep the 1.0 version up to date with the biggest performance updates.  The difference is mostly ease of use, new features, and future compatibility.

To answer the question about stability, we use it at work as our base, so I'd consider it stable, but then again, if something is broken I'm also in a position to quickly fix it...


thanx, i think i'll have a try although I'm a bit anxious about md5reader2 compatibility, that will most likely break...will report back after trying it.

i'll have to wait till one of the md5 importers will be upgraded to use jme 2.0. :slight_smile:

Awesome work guys. :slight_smile:

Great, for a sec I though there was not going to be a 2.0 in this first half of the year!



CONGRATS! and eagerly awaiting the finals to be over so I have some time to play with it… (grinding teeth)

This is great! However, the svn checkout shoud be: http://jmonkeyengine.googlecode.com/svn/trunk/ (see http://code.google.com/p/jmonkeyengine/source/checkout). Also, I noticed that the license has changed to BSD, which I guess is more liberal than LGPL?

How do you activate the new stat system?

Very very nice news indeed…



I think perick will make a SVN checkout tomorow to test things on his macbook and report any (fixable) anomaly.



Thanks guys

monkeyman said:

This is great! However, the svn checkout shoud be: http://jmonkeyengine.googlecode.com/svn/trunk/ (see http://code.google.com/p/jmonkeyengine/source/checkout). Also, I noticed that the license has changed to BSD, which I guess is more liberal than LGPL?


I found when using Eclipse that using http://jmonkeyengine.googlecode.com/svn/ and picking trunk was a lot easier for setting up the project.  ymmv.

As for the license, jME has always been BSD.
monkeyman said:

How do you activate the new stat system?


Check out any of the SimpleGame derivatives and hit F4.
renanse said:

monkeyman said:

How do you activate the new stat system?


Check out any of the SimpleGame derivatives and hit F4.


Well, I hit F4 and nothing happens. Is there something else I need to do?

Okay, I figured it out! If I run a test via the TestChooser, the F4 key doesn't work. However, if I run the test directly, then F4 works. Its very cool! However, several tests run pretty slow on my machine and hitting F4 causes them to lock up.

What is your machine?



CPU, GPU, MEM, VGA Driver, etc

Nice work! Is it possible to update the maven pom to be version=2.0-SNAPSHOT?

The test I ran so far were pretty ok on my machine:

Macbook white

Intel core 2 duo @ 2.0GHz

Intel GMA 950 IGP

Update and try again if you were having issues.  I had nio buffer tracking enabled by default for BaseSimpleGame derivatives.