Build sdk from trunk doesn't create the .exe file

Hi ,

i run the build.xml file under the trunk folder after downloading it through svn

the build is successfull but it doesn’t create the sdk executable, and i don’t

see and target that does this in the build, how can i do?

run the zip target or run the app using the run target

Thank you Normen

You are aware that you can run nightly builds right from the SDK? Just enable the nightly update center.

wooow that’s very interesting, i didn’t know this,

actually i need the navigation map funcionality i am running it through code

but it’s slowing down the runtime.

thank you again

The navmesh plugin is also in the stable distribution now, you just need to install the plugin. No need to use nightly.


i am trying to run it now and i receive this strange error trying to create the navmesh using the rootnode


at java.nio.Buffer.checkIndex(

at java.nio.DirectFloatBufferU.put(

at jme3tools.optimize.GeometryBatchFactory.doTransformTangents(

at jme3tools.optimize.GeometryBatchFactory.mergeGeometries(

at com.jme3.gde.nmgen.wizard.NewNavMeshWizardAction.doCreateSpatial(

at com.jme3.gde.core.sceneexplorer.nodes.actions.AbstractNewSpatialWizardAction$1$

at com.jme3.gde.core.sceneexplorer.nodes.actions.AbstractNewSpatialWizardAction$1$

[catch] at


at com.jme3.gde.core.scene.SceneApplication.update(

at com.jme3.system.awt.AwtPanelsContext.updateInThread(

at com.jme3.system.awt.AwtPanelsContext.access$100(

at com.jme3.system.awt.AwtPanelsContext$AwtPanelsListener.update(

at com.jme3.system.lwjgl.LwjglOffscreenBuffer.runLoop(



I suspect because you now updated to nightly? ^^

Ok i installed the plugin on the stable build i will let you know how it goes,

thank you again.