I wonder if anyone can point me in the direction of some code to create a ring mesh? I’m trying to create a Saturn-style ring. I’ve had a good google, but to no avail. I’m surprised it’s not included in JME, since it has a torus which is effectively a 2D ring. Thanks in advance.

Some shapes JME left in for historic reasons but in general takes the position that if you want to model shapes then you should do it in a 3D modeling package.

So your options are:
-make the shape in blender
-learn to make a custom mesh (not particularly difficult)
-use a big quad with a texture on it
-convince/coerce/hire someone to write a custom mesh for you.

I once wrote this code. Specify the number of sides you want the mesh to have (e.g. 3 for a triangle), the outer radius of the ring as well as the thickness and you get a wonderful 2d mesh:

/**
* {@link Mesh} representing a regular polygon. The polygon is 2-dimensional and not completely filled. Instead, only a
* frame around the border is created.
*
*/
public class PolygonFrame extends Mesh {
/**
* Number of sides on the polygon.
*/
private int sides;
/**
* Thickness of the border.
*/
private float thickness;
/**
* Outer radius of the polygon.
*/
private float outerRadius;
/**
* Constructor.
*
* @param sides Number of sides on the polygon
* @param outerRadius Outer radius of the polygon
* @param thickness Thickness of the border
*/
public PolygonFrame(int sides, float outerRadius, float thickness) {
this.sides = sides;
this.thickness = thickness;
this.outerRadius = outerRadius;
buildMesh();
}
/**
* Builds the mesh structure.
*/
private void buildMesh() {
// Quaternion used to rotate the corner points in order to get the next one
Quaternion rotation = new Quaternion().fromAngleAxis(FastMath.TWO_PI / (float) sides, Vector3f.UNIT_Z);
// The angle on the inside of the polygon
float innerAngle = (float) (sides - 2) * FastMath.PI / (float) sides;
// The distance between an inner and an outer corner along the radius
float cornerDistance = thickness / FastMath.sin(innerAngle / 2f);
// The inner radius
float innerRadius = outerRadius - cornerDistance;
// vertices (CCW, first outer then inner)
Vector3f[] vertices = new Vector3f[sides * 2];
Vector2f[] texCoord = new Vector2f[sides * 2];
int[] indices = new int[sides * 2 * 3];
Vector3f inner = Vector3f.UNIT_Y.mult(innerRadius);
Vector3f outer = Vector3f.UNIT_Y.mult(outerRadius);
int index = 0;
for (int i = 0; i < sides; i++) {
// Set vertices
vertices[i * 2] = outer;
vertices[i * 2 + 1] = inner;
// Set texture coordinates
texCoord[i * 2] = new Vector2f(outer.x, outer.y);
texCoord[i * 2 + 1] = new Vector2f(inner.x, inner.y);
// Set indices
int thisOuter = i * 2;
int thisInner = i * 2 + 1;
int nextOuter = i * 2 + 2;
int nextInner = i * 2 + 3;
if (i == sides - 1) {
nextOuter = 0;
nextInner = 1;
}
indices[index++] = thisOuter;
indices[index++] = nextInner;
indices[index++] = thisInner;
indices[index++] = thisOuter;
indices[index++] = nextOuter;
indices[index++] = nextInner;
// Calculate next location
inner = rotation.mult(inner);
outer = rotation.mult(outer);
}
// Create actual mesh
setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(texCoord));
setBuffer(Type.Index, 3, BufferUtils.createIntBuffer(indices));
updateBound();
}
public int getSides() {
return sides;
}
public void setSides(int sides) {
this.sides = sides;
buildMesh();
}
public float getThickness() {
return thickness;
}
public void setThickness(float thickness) {
this.thickness = thickness;
buildMesh();
}
public float getOuterRadius() {
return outerRadius;
}
public void setOuterRadius(float outerRadius) {
this.outerRadius = outerRadius;
buildMesh();
}
}

This was the first and only time I ever created a Mesh in my code, but this

texCoord[i * 2] = new Vector2f(outer.x, outer.y);
texCoord[i * 2 + 1] = new Vector2f(inner.x, inner.y);

should set the texCoords for each vertex to the actual position of the vertex, which - as far as I understand it - should allow textures to work with the mesh (since it is all flat).
But I only used it for single colored rings in my project, so I haven’t tested it.