I am trying to research the best 3D Java Library for my use needs. I have honed in on JMonkeyEngine 3, and would like the following questions answered.
I have knowledge of how Java3D 1.7 and earlier works. However, when comparing it to something like OSG, even though that is in a separate language, Java3D lacks additional features such as special effects.
I have been hoping to find something more advanced than JavaFX 3D, at the same time.
1) I believe I want something which uses a Node Graph or Tree to assemble, hold, manipulate and process 3D related object phenomena. How does JMonkeyEngine 3 work in this regard?
2) Does JMonkeyEngine 3 have a capabilities system, which must be used, (or capabilities “compiling”), or not? How does JMonkeyEngine 3 work in relation to that regard?
3) I will probably like file format support, definitely reading by maybe also writing, for different 3D graphics toolkits, particularly Blender3D. What 3D design screen objects and file types does JMonkeyEngine 3 understand?
4) I would like a pre-movement/collision detection system for the outsides of 3D objects. Does JMonkeyEngine 3 support this?
5) I seek support for 3D visual effects, certainly at or very similar to the extent that OSG, for C++, does. What does JMonkeyEngine 3 offer here?
6) Naturally it all needs to be able enough to paint on a Java Swing JComponent or a JPanel, somehow. This is of course the case?
7) There is a total Javadoc documentation included for use of the entire library?
8) I want a product that is debugged, complete, Free Open Source Software, with online Forum support for free, which can be used in a commercial context for free, that is a professional level library. Is JMonkeyEngine 3 this?
9) In JMonkeyEngine 3’s own view, how does it compare to the other Java 3D libraries out there, for Professional 3 Dimensional graphics, as well as for Game or Modelling purposes, all via one library set?
10) Do things like BIS Guard work successfully on the JMonkey Enge 3 .jar files successfully?