That’s an interesting question for me actually. I’ve started getting used to work, but even if I have time, it’s mostly the week-ends and there I’d probably have to keep up with the SDK, which actually would require substantial cuts in features to sustain. I feel like it would be more fun working on the engine itself, but well…
Nevertheless, I’d have a few suggestions:
- Platform support. See #1611 for iOS, a few Android API improvements (not specifying the main class name as a string), a cross-platform (android and desktop) gradle template. Going to the web, either with transpilers like Bytecoder (#454) or using WebAssembly maybe together with some embeddable JVM.
- Improvements of the Gradle SDK Template as it apparently seems broken, see the above as well for that
- CI/Tests improvements, as has been seen in #1591 recently, don’t forget I had the jme3-testing project, that interestingly seems broken due to some framebuffer format stuff
- +1 on the Animation System, a feature version bump doesn’t need to maintain compat
- Promotional projects. We wanted to do a game jam together, but it never happened because of a lack of concepts/ideas. The basics were having a “stoppable” and lookable roller coaster with rooms showcasing specific features. Additionally we could also at least bring all our tests into an Android App that is available on the Play Store, so that we can easily test those.
- Everything from GSoC 2020 is still up for mentoring from my side, “just” not paid by google.
For the SDK I still need to request to keep lwjgl2, though probably another topic is to get my lwjgl2 fork to build, in order for it to work on more recent Ubuntu Systems with more recent JVM Versions. Unfortunately it uses a mixture of maven and awt and javascript-scripting-in-awt depending on the old jvm-javascript-engine-syntax.
Furthermore I probably need to cut the embedded blender, which will both reduce our size by a gigantic part, as well as because the synergies of importing fbx by going fbx->blend->j3o
won’t work anymore, unless we’re rewriting them to be fbx->blend->gltf->j3o
, which probably fails because you’d need to setup the materials in blender.
And even if so, you can probably link your existing installation.
Another fun will be that pack200 is deprecated/removed with the most recent jvms iirc, so the bundle size goes up anyway.
There’s probably a lot more I forgot about, such as the update center on github and the build in general, but we just lack the manpower anyway.
Oh and there’s my WIP roadblock on the software store because I couldn’t get jQuery to be globally available and a few other minorities.
Render pipeline improvements would come from the use cases that we build with the showcase project, in my opinion.
And besides polling, I guess we have to be happy with having someone do anything at all.