(Keeping in mind the idea of reaching as much gamers audience as possible.)
JMonkey runs smoothly on ultra low end dual core laptops if I optimize 3D models, textures and world and use level of detail, billboards and skybox correctly? Or Jmonkey is focused to be mid to high like unity and unreal?
Can I use with libgdx together to use some 2D features? Libgdx got some uber-jars, can I use with this as a addon?
It’s possible to encrypt or at least protect 3d models or png files from the public? Jar files still can be easily decompiled, right?
Yep, if the game can read them then so can I.
Thank you both.
Sorry but, Jmonkey handles good with spritesheet?
Now talking about Java, not JMonkey, Java handles good with multiple pngs to animation for games? I’m not planning to use Spine or Spriter/Spriter2 but to use another software that makes the same effect and export in multiples pngs or ogv (doesn’t matter size picture) and it can create sometimes 100+ pngs to just one animation, and not just one, some 2 or more at same time/scene. Is it too much resources to load and make it slow, right?
100 PNGs for a single animation is extremely inefficient on any platform. As for how java handles resources, it will do as good (if not better) than just about any other platform from a language standpoint.
If you do it then you’ll want to put them into one spritesheet and then reference the cells in your shader. I think some folks have posted some libraries that already do animation with sheets like this maybe.
Good idea, I’ll use imagemagick for it.
I remember creating a shader that goes through the spritesheet - worked very well