Continuing the discussion from GSoC 2015 is here - Should we participate?:
Ideas for Google Summer of Code 2015
Unfamiliar with GSoC? Considering applying?
Please read our Application Guide.
Unless otherwise specified, all projects require some hands-on experience and general familiarity with jME3 as well as intermediate to high level of Java knowledge.
Wanna add an idea?
This is a wiki-post, which means it’s editable by anyone. Click the edit button at the bottom to add your idea at the bottom (moderators will reorganise periodically).
- Project Headline (e.g. Shader Nodes extension: Drag & drop FooBars)
- Project Description (brief summary of project merit, goals and level of complexity.¨
- Further Reading (links to code, docs and conversations)
- Mentor suggestions
Make an Example Game
jMonkeyEngine needs more example games to showcase its capabilities. The student would make an open source game that heavily utilises one or some of jME’s core features, e.g. networking, PBR, physics etc.
- jMonkeyEngine Example Game Project (the first of hopefully many to come)
jMonkeyEngine 3 has a functional FBX importer in the works. To become widely applicable, it needs improved usability (e.g. an SDK plugin) and many more test cases.
There is also an alternative route worth exploring, which is to add support for jME’s native 3D format to libgdx/fbx-conv.
The Open Game Engine Exchange (OpenGEX) format is a text-based file format designed to facilitate the transfer of complex scene data between applications such as modeling tools and game engines.
OpenGEX is essentially an open source alternative to FBX, and proper support for it would be a significant improvement to our import pipeline via closed & proprietary 3D editors.
There is already jogex, a general purpose parser for OGEX files. Next would be to write an OpenGEX importer/loader for jME3.
WIP - @david_bernard_31 Please make a proposal here if you’d like.
The aim of this project is to develop a library that computes when and which objects collide. For instance, this information can be used in:
★ more intelligent AI algorithms
★ lag reduction between server and clients by sending collision information beforehand
The complexity of this project lies in developing a user-friendly and effective implementation which uses mathematics to compute collisions.
[Dev. blog] Accelerated: Linear Prediction Collision Detection
Please comment with your ideas below.
We have two main categories so far, which are “Example Games” and “Asset Import Pipeline”. Do we need more? nvm categories.
There is an lod system in jme3, but it lacks features that most other game engines have, such as using a different mesh as an lod level. Soon there will be geometry and tessellation shader support in the engine, so it would be possible to do this on the gpu, maybe even seamless transitions with tessellation.