I imported like this from Ecplise menu :
File > Import > Gradle > Existing Gradle Project
For the launch, I right clicked “CubeGame.java” from Package Explorer and select Run As > Java Application
.
However, I’m not familiar with Gradle.
I imported like this from Ecplise menu :
File > Import > Gradle > Existing Gradle Project
For the launch, I right clicked “CubeGame.java” from Package Explorer and select Run As > Java Application
.
However, I’m not familiar with Gradle.
Yes, it’s a fact. I’m probably not using Gradle correctly.
And I don’t have Eclipse on this machine. I suggest the command line option I gave. That bybasses the IDE and uses Gradle straight. Obviously the end goal for you is to have a IDE, that you are familiar with, working. But I doubt I can help you with that.
Another quick start is then the jME SDK. Based on Netbeans. With that you should be able to create a new Gradle jME project with ease. If you go down this road, I suggest that you use the IDE to generate the project for you. A gradle project.
I don’t use ANT (explicitly anyway).
Ok. Thanks for the advice. I’ll look into it. Then I’ll get back to you.
OK. A solution has been found.
It was indeed a problem with the “gradle” import. Here’s a screenshot of the settings that enabled me to import correctly (for anyone who has the same problem in the future). It was necessary to specify the Java_home parameter.
For a gradle project called “TestGame” :
sept. 26, 2024 5:46:25 PM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.6.1-stable
* Branch: HEAD
* Git Hash: 4de10c3
* Build Date: 2023-06-23
sept. 26, 2024 5:46:26 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: LWJGL 3.3.2+13 context running on thread jME3 Main
* Graphics Adapter: GLFW 3.4.0 Win32 WGL Null EGL OSMesa VisualC DLL
sept. 26, 2024 5:46:26 PM com.jme3.renderer.opengl.GLRenderer loadCapabilitiesCommon
INFO: OpenGL Renderer Information
* Vendor: NVIDIA Corporation
* Renderer: NVIDIA GeForce GT 710/PCIe/SSE2
* OpenGL Version: 3.2.0 NVIDIA 475.14
* GLSL Version: 1.50 NVIDIA via Cg compiler
* Profile: Core
sept. 26, 2024 5:46:26 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio Renderer Information
* Device: OpenAL Soft
* Vendor: OpenAL Community
* Renderer: OpenAL Soft
* Version: 1.1 ALSOFT 1.23.0
* Supported channels: 64
* ALC extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_device_clock ALC_SOFT_HRTF ALC_SOFT_loopback ALC_SOFT_loopback_bformat ALC_SOFT_output_limiter ALC_SOFT_output_mode ALC_SOFT_pause_device ALC_SOFT_reopen_device
* AL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFTX_source_start_delay AL_SOFT_UHJ
sept. 26, 2024 5:46:26 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio effect extension version: 1.0
sept. 26, 2024 5:46:26 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio max auxiliary sends: 2
And finally, what motivated this topic, the JoystickConnectionListener works perfectly. It’s wonderful !!!
Many thanks to ‘pspeed’ and ‘tonihele’ for their invaluable help and support. Thank you very much !