jME3 and eclipse

Two years ago jME3 was easier to configure than now.

I created a large project with 13 lines of code.

When you try to start the settings window opens, when press “Continue” button, an exception occurs.

мая 18, 2017 1:40:42 AM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.1-stable
 * Branch: HEAD
 * Git Hash: af04bf9
 * Build Date: 2017-02-13
Exception in thread "main" java.lang.NoClassDefFoundError: org/lwjgl/opengl/GLDebugMessageARBCallback
	at java.lang.Class.forName0(Native Method)
	at java.lang.Class.forName(Unknown Source)
	at com.jme3.system.JmeDesktopSystem.newContextLwjgl(JmeDesktopSystem.java:199)
	at com.jme3.system.JmeDesktopSystem.newContext(JmeDesktopSystem.java:279)
	at com.jme3.system.JmeSystem.newContext(JmeSystem.java:162)
	at com.jme3.app.LegacyApplication.start(LegacyApplication.java:461)
	at com.jme3.app.LegacyApplication.start(LegacyApplication.java:424)
	at com.jme3.app.SimpleApplication.start(SimpleApplication.java:125)
	at run.Start.main(Start.java:9)
Caused by: java.lang.ClassNotFoundException: org.lwjgl.opengl.GLDebugMessageARBCallback
	at java.net.URLClassLoader.findClass(Unknown Source)
	at java.lang.ClassLoader.loadClass(Unknown Source)
	at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
	at java.lang.ClassLoader.loadClass(Unknown Source)
	... 9 more

You didn’t include all of the libraries.

For a basic desktop application to work you need to import at least

jme3-core

jme3-desktop

jme3-lwjgl OR jme3-lwjgl3

I understood this literally.

I don’t know where that text come from but you will also need the natives jar, etc…

If that text is talking about using a modern build tool then those other dependencies would have been pulled in automatically. For doing things the old fashioned way, you have to manually specify every jar dependency.

Actually, I’m not sure what your issue is if you have all of those…

For example, this gradle build file specifies just those three things:

And then this is what it automatically downloads:

Download https://jcenter.bintray.com/org/jmonkeyengine/jme3-core/3.1.0-stable/jme3-core-3.1.0-stable.pom
Download https://jcenter.bintray.com/org/jmonkeyengine/jme3-desktop/3.1.0-stable/jme3-desktop-3.1.0-stable.pom
Download https://jcenter.bintray.com/org/jmonkeyengine/jme3-lwjgl/3.1.0-stable/jme3-lwjgl-3.1.0-stable.pom
Download https://jcenter.bintray.com/org/jmonkeyengine/jme3-core/3.1.0-stable/jme3-core-3.1.0-stable.jar
Download https://jcenter.bintray.com/org/jmonkeyengine/jme3-desktop/3.1.0-stable/jme3-desktop-3.1.0-stable.jar
Download https://jcenter.bintray.com/org/jmonkeyengine/jme3-lwjgl/3.1.0-stable/jme3-lwjgl-3.1.0-stable.jar

I don’t really think about it normally.

Edit: it could be that I had the -natives jar already downloaded, though.

And can they then be shipped in one jar?

For download, I plan to use the python script, then the jar utility.

I don’t know… with gradle I just use the application plugin which makes a zip of all of the jars.

Smashing a bunch of jars into one jar file is kind of ugly… unless you mean as an installer.

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I mean programming, it’s easier to start in the IDE. And can build gradle. I’ve already lost count, follow the links manually.

Most modern IDEs will support gradle or maven… either of which will download the jars you need with those three dependencies specified.

Yes, but this additionally requires learning to continue learning about jME.

I downloaded all the files with the jar extension, but the problem remained.

.asc, .pom also need to download?

Because you didn’t follow the dependencies.

Look… for total beginners, we recommend the SDK because it should already be setup for you. Trying to configure all of the jars in a totally different IDE is advanced… especially if you want to avoid using a modern build tool and hand-configure everything the old fashioned way. Might as well use ANT or gmake files at that point.

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3D SDK 3.1, does not work, freezes when you open 3D content.

Two years ago, I was not a beginner, it all started in two clicks. I even wrote an article for my site, now I can not repeat it. :joy:

There used to be a file: jMonkeyEngine3.jar

I’m trying to understand the engine, I’m trying to start with the build in the console, but I need libraries in this case.

Well, then you are probably going to have problems either way. You should figure out why that isn’t working. Though “open 3D content” could mean a bunch of different things.

I mean

SDK 3.0, works without problems.

If earlier it was easier to start with jME3 …

Download the ENGINE if you want to work with Eclipse, there you can get everything you need.

Then read this article:

http://jmonkeyengine.github.io/wiki/jme3/setting_up_jme3_in_eclipse.html

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Another way it download the latest version of Eclipse.

Then, search and install the “buildship” plugin from Help > Eclipse Marketplace. With this plugin you can have Gradle Integration to your Eclipse.

Check menu File > New > Project..., then create a Gradle > Gradle Project. In a gradle project you can use build.gradle to manage the dependencies.

So this thread is basically:
“Some things don’t work in the SDK so I want to use a different IDE that doesn’t even have those things… but I don’t understand enough to do it so JME is too hard.”

It doesn’t make sense to me.

I repeat, two years ago jME3 was an easy engine, configured in the eclipse in two clicks.

And it’s not about the landscape editor, nor about any other SDK function. The problem is that now the binary files do not start the engines. Need dependency, which the devil knows where to look. I think you should clearly define which resources in the form of additional libraries are needed for jME3

However, it is now fashionable to refer to the assembly system. Which hides the essence of what is happening.

Thank you

The whole problem is that on this page, the wrong link is listed.

Binaries

It is necessary so: Binaries

Thanks again yan.

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