Another game release down, and now I'm back to searching for engines for the next one. I keep telling myself that I'm going to use an engine rather than code my own. I've looked at jMonkeyEngine before (version 1) and was pretty impressed, although I found it hard to get into due to a lack of documentation (I got hung up on figuring out how to handle collision detections within the engine itself).
A couple of questions:
Is 2.0 available for download? If it is, is it production ready?
Is version 1 using the latest LWJGL (version 2.0rc1)?
Did the flagrush examples ever get finished? Or at least up to the point where they show a real world example of collision detection?
Did Darkfrog's network engine ever get finished and integrated with jMonkeyEngine? (that network engine was showing some wonderful potential back when I last saw it)
Does the sound system run smoothly now?
You can probably tell from my questions, but it's been quite a while since I've really checked out the engine.
Ask not if jME is ready for you, rather ask are YOU ready for jME?!?
(Sorry couldn't resist)
2.0 rc1 is available, although I am not sure its production ready yet.
I believe version 1 is still using an older version of LWJGL (not sure what version)
Flagrush tutorials do have collision detection I believe, however jME can offers several collision detection options including: bounding box, triangle accurate, and physics based (my favorite).
3) Flagrush tutorials do have collision detection I believe, however jME can offers several collision detection options including: bounding box, triangle accurate, and physics based (my favorite).
nope, unless it's in the wiki, but last I checked it was never dealt with. for the thing I'm working on, I plan to use jmephysics for object/world collisions and the Simple physics library(jme 1) from "locus g" for character world stuff, I need total control of the characters and the physics based character examples are very basic...........IMO