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| Developed by | The jME Team |
|---|---|
| Latest release | 2.0BETA / April 27, 2008 |
| Platform | Cross-platform |
| Type | 3D graphics engine |
| License | BSD license |
| Website | www.jmonkeyengine.com |
jMonkey Engine (jME) is a Java scenegraph API. Its primary focus is high-performance 3D gaming. jME itself is written entirely in Java and uses an abstraction layer for communicating natively with the platform's hardware. Currently, OpenGL via LWJGL is supported with JOGL support currently in development. For sound, OpenAL and FMOD are supported. Input via the keyboard, mouse, and other controllers is also supported.
jME is a community-driven open source project released under the BSD license. It is currently being used by several commercial game studios as well as by university game classes. [1][2]
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History
jME was started in 2003 by Mark Powell (aka MojoMonkey) as a side project to see if a fully featured graphics API could be written in Java. Much of the early work on the API was inspired by David Eberly's C++ book 3D Game Engine Design. Mark was joined by Joshua Slack (aka Renanse) in late January 2004 and together over the following two years, with the help of other community contributors, a commercially viable API was developed. On August 1, 2005, Three Rings Design announced that Bang! Howdy is built using jME. In February 2006, NCsoft hired Powell and Slack to continue work on Java 3D gaming technology. Slack has since moved on from the company but is still very active in jMe's development.
On August 15, 2008 Joshua Slack announced to step back from active development of the jMonkeyEngine. [3]
Projects using jMonkey Engine
- Bang! Howdy by Three Rings
- Call of the Kings - The Mirror Black
- Simport by Tygron Serious Gaming
References
- ^ "Southern Illinois University Game Development Class". "Software Aspects of Game Development"
- ^ "Press Coverage of Georgia Tech Student Projects". "Winter 2007 Demo Day At Georgia Tech"
- ^ a break, jMonkeyEngine forums
External links
Media
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