I’m glad jme continue to exist. it’s a long time since I’ve logged on the forum.
BTW, I’ve started a (open-source) 2D project using LWJGL and I’m starting to include 3D.
Now I’m wondering should I use jME3? Will the IDE help me?
In brief what value will jME3 bring to my project?
Thanks for your comments!
It’s hard to tell if jME3 will be right for you without knowing what your ambitions are. But generally speaking if you’re going 3D and you already have experience with LWJGL and Java, jME3 should be just what you’re looking for.
The IDE, jMonkeyPlatform, can significantly improve your workflow, regardless of what IDE you’re currently used to. From here on what you need isn’t a sales pitch, you just need to install the latest SDK and take it for a spin.
Ok, I’ve tried the jMonkeyPlatform and it’s sure it adds some power for building scenes and games. However I don’t think it can help me as it is today.
Before starting a big migration from pure LWJGL to JME, I’ve some questions…
My game is 2D (ortho) based and manages several layers for rendering (mainly background, ennemies, bullets, player, foreground, fx and infos).
If I understand well, JME uses the concept of Nodes to manage that and the order used to attach children to a node defines the rendering order of these children, right?
I’ve implemented a pixel-perfect collision detection mechanism using stencil, scissors and occlusion queries. This implementation does not produce slowdowns and is useful for every ‘sprites’ I’ve got to display. Moreover as I’m starting to add 3D models, I’ve just to create low-poly-untextured versions of these for collision detection.
Is it possible to easily integrate such a mechanism when using JME?
Thanks for taking the time to answer them.