Hi there! I’m the main developer of the GreenCubes game. It is currently in-development sandbox MMORPG created with jMonkeyEngine 3 and above is an actual screenshot from the game.
We just started a crowd-funding campaign on Indiegogo.com, where you can support us or read more about future game. However in this topic I want to share and may be contribute some things that we are doing with jME in our game.
As you can know, we implemented and contributed pure java FBX-importer that we are using to import our models from artists in the game.
We also implemented some sort of IK-animation that allows us partially animate models by user actions, like rotating head without a body, bending spine while crouching and running and stuff like that.
We implemented beautiful technology of Distance-based Front Rendering that produces perfect text of any sized in GUI and in game world with single glyph. In fact, glyph is dynamically generating from system or embedded fonts. This font rendering is fully integrated in Nifty GUI and if some one wants to, we can contribute this functionality to jME, but it is a bit tricky though
On the screenshot are examples of differend font sizes and text rendering in game world. All fonts are rendered from one texture of 32x32px per glyph.
We also reworked some parts of Nifty GUI like layout algorithms to make them more straight-forward and allowing us to created completely hardcore and complex interfaces like on screenshot above. Sadly, most of our changes are lost in the code and tighten with other parts of project, so it is not likely be shared some time. But who knows, if we had enough time…
Other Cool Stuff
We added a dynamic occlusion culling for terrain chunks. After lots of investigations we decided that it sadly can not be implemented in engine in general, it requires creating of tons of additional data and processes and sorting, so occluders can not be generated dynamically…
We created pretty awesome texture atlas that we use for our terrain that supports of using different wrapping and smoothing algorithms and can be dynamically expanded in run-time (even if new texture do not fits in empty space!)
We are also working on implementing S2 texture compression (DXTn analogue) to increase user experience of players with low amounts of video memory. There are some researches being made on implementing deferred lighting and shading too.
Try and Support
You can download our game client from free here, but unfortunately you can not normally play in it if you do not know Russian as there are lots of untranslated things, however you can check out graphics and stuff. (Yes, we are working on translation and adaptation fro world-wide gaming).
Please, ask your questions about anything you found interesting! Please, share our Indiegogo campaign in social networks (you can do it on campaign page), or even support us yourself if you are excited about what we are doing here!