Well there isn’t much magic there.
Think of what I call dynamics (that is geometry which is not part of the static level mesh).
In jme I have a SceneGraphTraverser and there I check If I find a Spatial where .getUserData(“dynamic”) != null.
Then I remove that spatial from that Node, add it directly unter the rootNode and give it it’s own RigidBodyControl.
For Water I add a plane in blender, add water_basic as Properties/UserData along with some values for the color and whatnot and in jme the same traverser removes the plane but adds a waterfilter there.
I will provide a small library with extensions… I have added j3s format, SceneNode, SceneLayer classes to this library. If it will be intereseting to you, I can make a PR to include it to jME like a plugin.
IMO you are trying too hard.
You should let people use your editor before adding too much features.Stay simple, make the basics solid, then you’ll see.
Just my 2 cents.
I have started to implement a scene editor, and I think it is a base part of scene At this moment, I have no feature requests for model editor or material editor…
By the way, I have already integrated toneg0d.emitter with my editor, so I already have one external dependence…
Okay, if you need a feature request: terrain editor. I have heard people complaining that no one uses that in the SDK, but I really like it to quickly throw together a level.
Also do you pause rendering of the JME canvas when your editor is not focused? I think that could solve some overhead on Ubuntu when switching workspaces.
super advanced “move to target, then find another random target” Sky-net AI Algorithm Integration Processing Paralleling Cluster testing whatever;
procedural walk animation, using 2 frames / poses w/ leaning, auto facing, speed compensation.
auto “wall hugging”, 3rd animation frame / pose … I say pose because I have exported a 3 frame long animation from blender, comprising 2 walking poses and a wall hugging pose.
Still early but mature enough to integrate into Monkanim, because blending and state machining is horrible …