I hope you enjoy your world where everything, from the pen to the sit, to the door of the car and actually each piece of it etc. has a brand name that you have to use when you want to do anything.
Go on, like i said, call the Renderer (what a generic name, blah) FluffyPonies and the Mesh "Togoyople". Use brand name on every single class, every single method and every single variable. Go on, branding is so much fun.
Or, you try to understand that branding is something that you should keep at the lowest level possible. AAA games do have branding part in them. For example, when they use the Unreal Engine, they will display its icon etc. But it's because they balance the "problem" of +1 brand and the "problem" of redoing it from scratch. JME is a very small engine (Because between "having things done" and "having things done in the ultra-optimized way" you have miles, 'll talk more about it below) and has way too much branding in it for what it does.
Again, just stop being a fervent adept of your religion, just try to figure out why the unreal engine 4 has already games made with it, even if it has been released way after jme. Why resident evil 7 has its own game engine, not developed on top of jme.
It's not about the price, jme is free. So, why ?
The answer is easy : because jme give so little thing that nothing will be usable in the game.
It's like shoes : if you go outside to buy a bread, you'll not put sport chooses. If you go to walk 100km, you'll buy expensive but high quality sport chooses.
Jme is poor quality sport chooses. If you do a very little game, you don't need it. If you go for a bigger game, no stock algorithm will be usable, and you'll have to redo everything, so you don't need it.
I have been using jme for a long time now. And i am a programmer (master 2).
I didn't say it's shit. Actually, I'll likely keep using it to show students that it's possible to make 3D, that it isn't as hard as it seems. But beyond technical presentation or very very small survival/race game, I'll likely don't use it anymore.
I want to make games. I don't want to program. I agree to program if it's a way to make game. But it's not the case here.
Stock skeletal animation that works automagically with this very specific bone skeletal (i let you choose which one) so I can have a walking character I made interact with other characters i made and not only a ninja hitting Oto.
Walk, run, sit, lay down and move an arm and head in a very generic "i am talking" animation. Yes, you are right, we need magic for that.
Better keep doing first person shooter with no hands and no other aim that flying robots which, at least, doesn't require animations. And cars, cause somebody dropped an algorithm to have cars, so you have a lot of race game made from it.
And cube worlds, cause it's feasible with no animation, no stock assets, no other characters, no dialogs, no script, nothing.
I can't disagree more. You don't have 100 different items if you are in space fighting other vehicles.
But when you are, you know, in common places, a house, an office etc, you'll have way more items. Books, pens, chairs, tables, doors, lamps in the hallway, some piece of paper here and there, keys etc.
Details, you know ?
Make a concert theater : a scene, a ground and a roof, ok, that's easy. But now : chairs (lot of them) tables (lot of them), on each table food, glasses, bottles. Likely humans sitting here and there, with clothes.
At human size, there is a lot of items. Without them, the place looks clean (which is not a bad thing) but it will eventually looks ... well, empty.
I want to make a game in a very clean high tech (in the android mode : clean, no details) space station. I did that on purpose, so i can have avoid the problem of having many tree/grass/ground/dirt everywhere, cars etc. It's already the most "not human", sterile place i can have without going to "virtual world made by some ia, only contain white walls and the interactible item in the center of the room".
JMonkeyEngine does 1% of a full game engine with already 100x the number of brand in a full game engine. 1%, because between "show a cube" and "display 1000 zombies" steps are not : "show a cube -> show a zombie -> multiply by 1000 = show 1000 zombies".
No, the first part is easy (and easier with opengl nowadays, you don't have to do that big part of the maths) and the way to "1000 zombies" is where the hard stuff will be.
And no rebuild will remove that fact that, if you need the very basic stuff you can do it and if you need advanced stuff you will have to do soooooo much thing that redo the jme part will be easy. Actually, you should then redo it to be sure of what is inside and be sure that a limitation-that-you-didn't-see will appear.
A week ago i was looking on "how update a subpart of a mesh without re-uploader the whole buffer to the gpu". It's feasible on opengl, not in jme.
Like the portal culling i already mentioned, for which you need to use some opengl call to "count" rendered pixels. And without it, you pretty much can't do any interior.
JESTERRRRRR : your post was especially interesting, i'll answer it later.
Short answer : yes, you learn a lot of things with jme.
But i want to make a game. Not program for the pleasure of programming. Not to learn for the pleasure of learning, no to make a technical demo of something for the pleasure of technical demoing.
And about humans, it's not an asset problem. I do have human assets, even with cloths, thanks to makehuman. I perfectly know that i'll need to "update" the cloth if my game get more professional, but they are good enough "stock" clothes.
The problem is that because jme can do everything (like a man with cement ... you know) it doesn't do anything.
Let's take a minute to talk about modern game. I think that jme should "branch" to a bit specialized version including things from the range "fps" to "rpg", as they joined a lot last years.
Health, inventory (per grid/per list with uncumbrance or not), stamina, crafting, dialog trees, shortcut edition, some animation, the notion of cells (interiors etc), books, equipment ...
And, after i said that i said ... nothing. As you can see, this match a very broad quantity of games.
And, actually, if you open the good old morrowind editor, you'll see what jme should have. Cause you can create a very wide variety of games with it. It's basically a database editor, coupled with a scene viewer and a dialog tree that works with filter. It's more than an rpg, it's an editor for a specific game and, still, is already multipurpose. If you want to tell your story, you'll be able to. You can even create hi-tech assets, put them in the game and you'll get a completely different game.
You can write code if you want (there is a scripting possibility) but you don't need to, most of time.
It's what i wrote in the "wishlist"