- Top Game
- Average
- BAD game
- I haven’t try this game
Got a joke :
Husband: Honey, I need 2050 to buy Black Myth WuKong.
Wife: WT? 2k for a game !? Are you CRAZY ?
H: No. the game need only 50. But I need 2000 for the Hardware.
useful replies:
thanks to: carpenter
Comparing jMonkeyEngine to Unreal Engine in terms of replicating features using their default libraries can vary significantly based on the specific use cases and features. However, here’s a general breakdown:
Feature Comparison
Graphics Quality:
Unreal Engine: Known for its high-fidelity graphics, advanced lighting, and rendering (e.g., ray tracing).
jMonkeyEngine: Good graphics capabilities but generally lower fidelity than Unreal.
Estimated Replication: 60-70% for basic graphics.
Physics Engine:
Unreal Engine: Advanced physics with built-in support for complex simulations.
jMonkeyEngine: Uses Bullet Physics, which is robust but not as feature-rich.
Estimated Replication: 70-80% for standard physics.
Animation and Rigging:
Unreal Engine: Comprehensive tools for animation and rigging.
jMonkeyEngine: Supports animations but lacks some advanced tools (e.g., character animation systems).
Estimated Replication: 60-70% for basic animation.
AI and Navigation:
Unreal Engine: Advanced AI systems and navigation meshes.
jMonkeyEngine: Basic AI capabilities but not as extensive.
Estimated Replication: 50-60% for AI features.
Networking and Multiplayer:
Unreal Engine: Robust networking features for multiplayer games.
jMonkeyEngine: Offers networking capabilities but requires more setup and customization.
Estimated Replication: 50-60% for multiplayer functionality.
Asset Store and Marketplace:
Unreal Engine: Large marketplace with many assets and plugins.
jMonkeyEngine: Smaller community and fewer assets available.
Estimated Replication: 30-40% for asset availability.
Overall Estimation
Taking into account the various features, jMonkeyEngine could be estimated to replicate around 50-70% of Unreal Engine’s capabilities using its default libraries. The percentage may vary based on specific project needs, as jMonkeyEngine is quite flexible and can be extended with additional libraries and custom code.
Conclusion
While jMonkeyEngine can replicate many core functionalities of Unreal Engine, it may fall short in areas requiring high-end graphics, advanced tools, and extensive assets. For projects that require cutting-edge visuals or complex systems, Unreal Engine is generally the better choice.
To capture the full features of Unreal Engine compared to jMonkeyEngine, you’ll need to consider the following equipment and costs:
Unreal Engine Requirements
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Computer Specifications:
- CPU: High-end multicore processor (e.g., Intel i7/i9 or AMD Ryzen 7/9)
- GPU: NVIDIA RTX 3060 or better (for ray tracing capabilities)
- RAM: At least 16 GB (32 GB recommended)
- Storage: SSD with at least 1 TB (for better load times)
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Peripherals:
- Monitor: 27-inch 1440p monitor (~$300)
- Keyboard/Mouse: Gaming keyboard/mouse (~$100)
- VR Equipment (optional): VR headset for VR development (~$400+)
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Software:
- Operating System: Windows 10/11 (if not already owned) (~$140)
- Additional Software: Visual Studio (free), other tools as needed
Estimated Total Cost for Unreal Engine
- Computer Build: ~$1,500 - $3,000 (depending on specs)
- Peripherals: ~$500
- Software: ~$140 (if OS is needed)
Total: Approximately $2,140 - $3,640
jMonkeyEngine Requirements
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Computer Specifications:
- CPU: Mid-range processor (e.g., Intel i5 or AMD Ryzen 5)
- GPU: NVIDIA GTX 1050 or better
- RAM: At least 8 GB (16 GB recommended)
- Storage: SSD with at least 512 GB
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Peripherals:
- Monitor: Similar to Unreal (~$300)
- Keyboard/Mouse: Similar (~$100)
-
Software:
- Operating System: Windows, macOS, or Linux (free or already owned)
- IDE: Use any Java IDE (like IntelliJ or Eclipse, usually free)
Estimated Total Cost for jMonkeyEngine
- Computer Build: ~$800 - $1,500
- Peripherals: ~$400
Total: Approximately $1,200 - $1,900
Comparison Summary
- Unreal Engine Total Cost: $2,140 - $3,640
- jMonkeyEngine Total Cost: $1,200 - $1,900
Conclusion
Unreal Engine generally requires a more powerful and expensive setup to fully utilize its advanced features, especially for high-end graphics and VR development. In contrast, jMonkeyEngine can be run on more modest hardware, making it a more accessible option for indie developers or those on a budget.
I’m curious about the other 20-30%. Can you provide specifics? What features does the UE physics engine have that JMonkeyEngine lacks?
Sure! Here are some specific features of the Unreal Engine physics engine that jMonkeyEngine may lack or implement differently:
1. Advanced Physics Simulation
- Chaos Physics: Unreal Engine uses the Chaos physics system, which provides advanced rigid body dynamics, soft body physics, and destruction capabilities.
- https://youtu.be/8uRi7bKPTes?si=FshwKFfWmaVTpg6V
- Destruction: UE allows for real-time destruction of environments with complex fracture patterns and debris management.
2. Vehicle Physics
- Advanced Vehicle Dynamics: UE has a robust vehicle physics framework that simulates realistic car behavior, including tire friction, suspension systems, and customizable driving mechanics.
3. Character Physics
- Character Movement and Animation: UE integrates character physics with animation, allowing for features like ragdoll physics, where characters can dynamically react to environmental forces, and advanced IK (inverse kinematics) for realistic limb movement.
4. Fluid Simulation
- Water Physics: Unreal includes sophisticated water simulation capabilities, allowing for realistic buoyancy, waves, and interactions with other objects.
5. Networking and Physics Replication
- Multiplayer Physics: UE has built-in support for networked physics, enabling multiplayer games to synchronize physics interactions seamlessly across clients.
6. Cloth Simulation
- NVIDIA PhysX and Chaos Cloth: UE supports advanced cloth simulation that allows for realistic clothing and fabric behavior in response to character movement and environmental forces.
7. Collision Handling and Debugging
- Advanced Collision Detection: UE provides more options for collision shapes, including complex and compound colliders, as well as better debugging tools to visualize collisions and physics interactions.
8. Built-in Physics Materials
- Physics Materials: UE allows you to define physical properties (like friction and restitution) that can be applied to different materials in the game, influencing how objects interact based on their material types.
9. Animation-Driven Physics
- Animation Blending: UE can blend physics simulation with animations, allowing for more fluid transitions between animated states and physical interactions.
Thank you for that clarification, @carpenter.
Your training data appear to be incomplete. If you’d scraped this forum more carefully, you’d know that JMonkeyEngine’s physics libraries already include most of the features you claim make UE superior.
- All of JMonkeyEngine’s physics libraries include advanced rigid-body dynamics, and our (free and popular) physics add-on library, named Minie, has provided soft-body physics since 2019.
- Both jme3-jbullet and Minie provide a robust vehicle physics framework with suspension systems and customizable driving mechanics. Tire friction is modeled by the (free) jme-vehicles add-on library.
- Both jme3-jbullet and Minie integrate character physics with animation, including ragdoll physics with realistic limb movement.
- JME’s water physics is currently limited to ragdolls. That’s one area where I’m hoping KK Physics (currently under development) will help us advance.
- The Mythruna multiplayer game implements networked physics atop JMonkeyEngine.
- Minie supports advanced cloth simulation for realistic clothing and fabric behavior, as an aspect its soft-body physics.
- Both jme3-jbullet and Minie provide many options for collision shapes, including compound colliders and debugging tools to visualize collisions and physics interactions. Are there any collision shapes UE provides that Minie doesn’t?
- Both jme3-bullet and Minie allow you to define friction and restitution.
- Both jme3-bullet and Minie can blend physics simulation with animations.
I’m not surprised that there are gaps. JME has work to do in the areas of fluid dynamics, Voronoi fracture, and networked physics. In some future year we’ll doubtless transition to a shiny new physics engine, perhaps one based on Jolt Physics.
However, I believe you’ve overestimated how far ahead UE is relative to JME physics. Of course, I’ve never used UE, so there’s much I don’t yet know about its physics:
- Does UE physics provide hierarchical convex decomposition for approximating complex meshes with convex shapes?
- Does UE physics have the ability to split collision shapes at runtime?
- Does UE physics support advanced Minkowski-sum collision shapes?
- What kinds of physics joints/constraints does UE physics support?
It’s fantastic especially with the advancements brought by Minie and the upcoming KK Physics. Thank you for your hard work in developing these tools—they have significantly closed the gap between jME and Unreal Engine in terms of physics capabilities.
With these added to the list, I’d estimate that jMonkeyEngine can now replicate around 70-80% of Unreal Engine’s physics features. Additionally, with KK Physics being lightweight and efficient, making jME a compelling option for indie developers looking for both performance and flexibility.
To answer your questions briefly:
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Hierarchical Convex Decomposition: Yes, Unreal Engine supports this, allowing for better collision detection with complex meshes.
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Runtime Collision Shape Splitting: UE typically doesn’t support this directly; it’s a complex feature that might require custom solutions.
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Minkowski-Sum Collision Shapes: While UE offers various advanced collision shapes, it doesn’t explicitly provide Minkowski-sum shapes out of the box.
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Physics Joints/Constraints: Unreal Engine supports a wide range of joints, including hinge and ball-and-socket joints, giving developers flexibility for complex interactions.
And note: Mythruna is using the open source SimEthereal library to do that.
…so anyone can do it.