Main Site Feature List

Note, JME 3.3 is 1.8+ actually.
Gltf loader in JME 3.3 uses Base64 decoder added in Java 8

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I did not know that. This list is more useful than I thought it would be.

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Scene Graph

  • Light Culling
  • Single Pass Lighting

a brief explanation I copied that from nehon’s article for anyone interested

It’s based on the observation that rendering a light that is not in the camera frustum or rendering an object for a light that doesn’t affect it is a waste.

jME now has a way to sort that out. On each frame, each light is checked once against the camera frustum and not rendered when it’s outside. Also each geometry is checked against each light in the frustum and only renderer if the geometry is in the area of effect of the light.

SINGLE PASS

The idea behind single pass is to send a list of light information to the shader and to compute all the lights contribution while rendering the geometry once.

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Oh yeah. And we have light batching. Good one.

Wow, since when did JME become such a powerful engine! ( :grin: Just kidding, it has been amazing for a long time!)

This is a very impressive list, even I am learning things about what features are available.

Some more on PBR

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I’m updating them as they are posted and adding the ones I remember as I go. @Ali_RS you are pretty well versed on what the engine can do!

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Zay-ES - really awesome entity system

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I really wouldn’t put most of the post processing filters, apart from the basic ones (color overlay, tone map) into the feature list. Majority of the others look straight outta 2005 and are not something I would brag with on the info page.

I’m not sure about this myself, as I very much think jme-vr needs a rewrite, but might be worth mentioning somewhere that (at least experimental) VR support exists. I don’t know what the status of our iOS builds is, but might go into the same category.

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Perhaps we have an experimental section on the features list then?

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I can remove some, but things like water, SSAO and bloom should stay I think.

There are other and better filters available on the store such as the MipMap bloom filter.

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Detailed frame profiler:

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We use the profiler a lot in our engine. It is a very valuable tool that is very little known.

DetailedProfiler should get more use now that issue 794 is fixed.

Bloom is the one I’d explicitly not mention. The default one is just… no. Unless your game is cube based, it comes off as overly blocky and overal pretty ugly for anything but very small amounts of bloom where the blockiness is not noticeable.

MipMapBloom from the store is the one I’ve been using and still think it should make it into the core and replace the default bloom.

Water is a mixed bag. It can look okayish when tweaked correctly, but I see it more as a base for writing more customized fluid shaders. I guess it deserves a mention if looked at in that light.

SSAO also never produced satisfactory results for me, but I never took time to tweak it a lot, so I can’t say whether it should be included or not.

Don’t forget the material definition system

There is also a visual editor.

I actually want to try to transplant other system materials into shadernodes, so that I can inherit and improve the original materials of jme3.

I’d tend to agree - I think it should too, but @pspeed is of the opinion that we should be trying to get things out of core to make sure the engine gets the dedication it needs and not fixing things that aren’t necessarily core and leaving it to core devs to fix. I would agree with that, too. I think this is partly where the store should come in and make it easier to depend on things on the store. I have a few ideas, but I’m not 100% on how to go about that (think auto-jcenter on submission).

I’ll make a start on creating the page on the main site now and publish it live in the next day or two.