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jMonkeyEngine3

jMonkeyEngine is a game engine made for developers who want to create 3D games following modern technology standards.

See: Description

Packages 
Package Description
checkers.quals
Contains the basic annotations to be used by all type systems and meta-annotations to qualify annotations (qualifiers).
com.jme3.anim
central classes of the "new" animation system (the one using AnimComposer and tweens)
com.jme3.anim.interpolator
interpolation support for the "new" animation system
com.jme3.anim.tween
tweening support for the "new" animation system
com.jme3.anim.tween.action
actions and blending support for the "new" animation system
com.jme3.anim.util
utility classes that support the "new" animation system
com.jme3.animation
The com.jme3.animation package contains various classes for managing animation inside a jME3 application.
com.jme3.app  
com.jme3.app.jmeSurfaceView  
com.jme3.app.state  
com.jme3.asset
com.jme3.asset contains the AssetManager, a utility class that is used to load assets such as textures, models, and sound effects in a jME3 application.
com.jme3.asset.cache
com.jme3.asset.cache contains the AssetCache interface as well as its implementations.
com.jme3.asset.plugins
access loadable assets on the classpath, in a filesystem, or on the Web
com.jme3.audio
audio support, including music and sound effects
com.jme3.audio.android
audio support for Android devices
com.jme3.audio.ios
audio support for devices running the iOS mobile operating system
com.jme3.audio.lwjgl
audio support based on the Lightweight Java Game Library (LWJGL)
com.jme3.audio.openal
audio support based on the OpenAL API
com.jme3.audio.plugins
audio formats supported across all platforms
com.jme3.bounding
bounding volumes for collision detection and scene-graph culling
com.jme3.bullet
central classes of the physics system
com.jme3.bullet.animation
A dynamic animation control and some associated classes.
com.jme3.bullet.collision
physics-based collision detection, including ray tests and sweep tests
com.jme3.bullet.collision.shapes
collision shapes: standard shapes used in physics-based collision detection
com.jme3.bullet.collision.shapes.infos
supplemental classes for physics-based collision detection
com.jme3.bullet.control
physics controls: scene-graph controls for linking physics collision objects to spatials
com.jme3.bullet.control.ragdoll
supplemental classes related to KinematicRagdollControl
com.jme3.bullet.debug
visualize physics objects for debugging
com.jme3.bullet.joints
physics joints: join pairs of rigid bodies in order to constrain their relative motion
com.jme3.bullet.joints.motors
motors: supplemental classes related to physics joints
com.jme3.bullet.objects
physics collision objects, including vehicles
com.jme3.bullet.objects.infos
supplemental classes related to physics collision objects
com.jme3.bullet.util
utility classes related to Bullet physics
com.jme3.cinematic
cinematics, for programming cutscenes and the like
com.jme3.cinematic.events
events for use in cinematics
com.jme3.collision
scene-based (non-physics) collision detection
com.jme3.collision.bih
bounding interval hierarchies (BIH) for use in collision detection
com.jme3.cursors.plugins
cursor formats supported across all platforms
com.jme3.effect
The com.jme3.effect package allows particle emitter effects to be used with a jME3 application.
com.jme3.effect.influencers
particle influencers for use in special effects
com.jme3.effect.shapes
emitter shapes for use in particle effects
com.jme3.environment
generate lighting environments for physically-based rendering (PBR)
com.jme3.environment.generation
supplemental classes for generating lighting environments
com.jme3.environment.util
utilities for generating lighting environments
com.jme3.export
load and save assets in jMonkeyEngine's native formats, including J3O
com.jme3.export.binary
J3O format (jMonkeyEngine's native binary format)
com.jme3.export.xml
load and save assets (such as models) in XML format
com.jme3.font
render letters, numbers, and other glyphs
com.jme3.font.plugins
font formats supported across all platforms
com.jme3.input
The com.jme3.input package is used for all input handling in jMonkeyEngine.
com.jme3.input.android
user-input classes specific to Android devices
com.jme3.input.awt
user-input classes specific to the Abstract Window Toolkit (AWT)
com.jme3.input.controls
The com.jme3.input.controls package allows user code to listen to input events regardless of the type of input used.
com.jme3.input.dummy
The com.jme3.input.dummy package provides "dummy" or "null" implementations of the input interfaces.
com.jme3.input.event
The com.jme3.input.event package contains low-level input events.
com.jme3.input.ios
user-input classes specific to the iOS mobile operating system
com.jme3.input.lwjgl
user input based on the Lightweight Java Game Library (LWJGL)
com.jme3.input.vr
user-input classes for Virtual Reality (VR) applications
com.jme3.input.vr.lwjgl_openvr  
com.jme3.input.vr.oculus
user-input classes for Oculus Rift headsets
com.jme3.input.vr.openvr
user-input classes for devices that use the OpenVR API
com.jme3.input.vr.osvr
user-input classes for devices that use the Open Source Virtual Reality (OSVR) API
com.jme3.light
The com.jme3.light package contains various lights that can be placed in a scene.
com.jme3.lwjgl3.utils
miscellaneous code for interfacing with v3 of the Lightweight Java Game Library (LWJGL)
com.jme3.material
The com.jme3.material package contains classes for manipulating jMonkeyEngine materials.
com.jme3.material.logic  
com.jme3.material.plugin.export.material
export a Material using the J3M file format
com.jme3.material.plugin.export.materialdef
export a material definition using the J3MD file format
com.jme3.material.plugins
the J3M asset format
com.jme3.math
The com.jme3.math package provides mathematical data structures and utilities which are used by the rest of the engine.
com.jme3.network
The network package contains the public API for the jME3 SpiderMonkey networking module.
com.jme3.network.base
The base package contains the default implementations for the Client and Server interfaces from the public API.
com.jme3.network.base.protocol  
com.jme3.network.kernel
The kernel package is the heart of the JME networking module and controls the routing and dispatch of message data over different transport implementations.
com.jme3.network.kernel.tcp  
com.jme3.network.kernel.udp  
com.jme3.network.message  
com.jme3.network.rmi  
com.jme3.network.serializing  
com.jme3.network.serializing.serializers  
com.jme3.network.service  
com.jme3.network.service.rmi  
com.jme3.network.service.rpc  
com.jme3.network.service.rpc.msg  
com.jme3.network.service.serializer  
com.jme3.network.util  
com.jme3.niftygui
implement interactive user interfaces using Nifty GUI
com.jme3.opencl
This package contains an API for using OpenCL together with jME3.
com.jme3.opencl.lwjgl
OpenCL access based on the Lightweight Java Game Library (LWJGL)
com.jme3.opencl.lwjgl.info  
com.jme3.post
The com.jme3.post package provides utilities for render processing.
com.jme3.post.filters
standard special-effects filters
com.jme3.post.ssao
screen-space ambient occlusion (SSAO) effects
com.jme3.profile
performance profiling
com.jme3.renderer
The com.jme3.renderer package provides classes responsible for rendering.
com.jme3.renderer.android
graphics-rendering code specific to Android devices
com.jme3.renderer.ios
graphics-rendering code specific to the iOS mobile operating system
com.jme3.renderer.lwjgl
rendering support for the Lightweight Java Game Library (LWJGL)
com.jme3.renderer.opengl
rendering based on OpenGL (Open Graphics Library)
com.jme3.renderer.queue
determine the order in which geometries are rendered
com.jme3.scene
The com.jme3.input package contains the scene graph implementation in jMonkeyEngine.
com.jme3.scene.control
The com.jme3.control package provides controls.
com.jme3.scene.debug
meshes for debug visualizations
com.jme3.scene.debug.custom
visualize for animation armatures for debugging
com.jme3.scene.instancing
share mesh data across multiple geometries
com.jme3.scene.mesh
The com.jme3.scene.mesh package contains utilities for reading from index buffers.
com.jme3.scene.plugins  
com.jme3.scene.plugins.fbx
import models in the FBX file format
com.jme3.scene.plugins.fbx.anim
import animations from an FBX asset
com.jme3.scene.plugins.fbx.file
read and parse FBX files
com.jme3.scene.plugins.fbx.material
import materials from an FBX asset
com.jme3.scene.plugins.fbx.mesh
import meshes from an FBX asset
com.jme3.scene.plugins.fbx.misc  
com.jme3.scene.plugins.fbx.node
import nodes from an FBX asset
com.jme3.scene.plugins.fbx.obj  
com.jme3.scene.plugins.fbx.objects  
com.jme3.scene.plugins.gltf
import 3-D models in Graphics Language Transmission Format (glTF) format
com.jme3.scene.plugins.ogre
import 3-D models in formats defined by the OGRE 3-D engine
com.jme3.scene.plugins.ogre.matext
com.jme3.scene.plugins.ogre.matext allows loading of more advanced Ogre3D materials that use "base" materials to abstract functionality.
com.jme3.scene.shape
generate meshes for various geometric shapes
com.jme3.shader
manage and manipulate OpenGL shaders
com.jme3.shader.plugins  
com.jme3.shadow
simulate shadows using filters or renderers
com.jme3.system
interface with the underlying operating system
com.jme3.system.android  
com.jme3.system.awt  
com.jme3.system.ios
code specific to the iOS mobile operating system
com.jme3.system.jopenvr  
com.jme3.system.lwjgl  
com.jme3.system.osvr.osvrclientkit  
com.jme3.system.osvr.osvrclientreporttypes  
com.jme3.system.osvr.osvrdisplay  
com.jme3.system.osvr.osvrinterface  
com.jme3.system.osvr.osvrmatrixconventions  
com.jme3.system.osvr.osvrrendermanager  
com.jme3.system.osvr.osvrrendermanageropengl  
com.jme3.system.osvr.osvrtimevalue  
com.jme3.terrain
the terrain system
com.jme3.terrain.executor
execute background tasks connected with terrain
com.jme3.terrain.geomipmap  
com.jme3.terrain.geomipmap.grid  
com.jme3.terrain.geomipmap.lodcalc  
com.jme3.terrain.geomipmap.lodcalc.util  
com.jme3.terrain.geomipmap.picking
picking algorithms for use with terrain
com.jme3.terrain.heightmap
heightmaps for use with terrain
com.jme3.terrain.noise  
com.jme3.terrain.noise.basis  
com.jme3.terrain.noise.filter
filters to modify terrain
com.jme3.terrain.noise.fractal
use fractals to generate terrain
com.jme3.terrain.noise.modulator  
com.jme3.texture
textures for applying image data to 3-D geometries
com.jme3.texture.image  
com.jme3.texture.plugins  
com.jme3.texture.plugins.ktx  
com.jme3.ui
display 2-D images
com.jme3.util
utility classes and miscellaneous useful algorithms
com.jme3.util.blockparser
parse block-structured languages that use braces and semicolons
com.jme3.util.clone
generate deep clones of objects
com.jme3.util.functional  
com.jme3.util.mikktspace
generate tangents for models using the mikktspace algorithm
com.jme3.util.xml
utilities for parsing XML
com.jme3.water
water effects
jme3test
launch example apps and non-automated tests
jme3test.animation
example apps and non-automated tests for animation and cinematics
jme3test.app  
jme3test.app.state
example apps and non-automated tests for appstates
jme3test.asset
example apps and non-automated tests for asset loading
jme3test.audio
example apps and non-automated tests for sound effects and music
jme3test.awt
example apps and non-automated tests for interfacing to the Abstract Window Toolkit (AWT)
jme3test.batching
example apps and non-automated tests for batching multiple geometries into a single Mesh
jme3test.bounding
example apps and non-automated tests for bounding volumes
jme3test.bullet
example apps and non-automated tests for Bullet physics
jme3test.bullet.shape
example apps and non-automated tests for specific Bullet-physics collision shapes
jme3test.collision
example apps and non-automated tests for picking and non-physics collision detection
jme3test.conversion
example apps and non-automated tests for converting textures
jme3test.effect
example apps and non-automated tests for special effects, including particles
jme3test.export
example apps and non-automated tests for asset exporting
jme3test.games
simple example games
jme3test.gui
example apps and non-automated tests for native graphical user-interface (GUI) support
jme3test.helloworld
example apps used in the beginners tutorial
jme3test.input
example apps and non-automated tests for user input
jme3test.input.combomoves
example apps and non-automated tests for "combos" (user-input sequences)
jme3test.light
example apps and non-automated tests for lighting
jme3test.light.pbr
example apps and non-automated tests for physically based rendering (PBR)
jme3test.material
example apps and non-automated tests for materials
jme3test.math
example apps and non-automated tests for arithmetic
jme3test.model
example apps and non-automated tests for 3-D models
jme3test.model.anim
example apps and non-automated tests for animated 3-D models
jme3test.model.shape
example apps and non-automated tests for meshes
jme3test.network
example apps and non-automated tests for network communication
jme3test.niftygui
example apps and non-automated tests for Nifty GUI
jme3test.opencl
example apps and non-automated tests for OpenCL support
jme3test.post
example apps and non-automated tests for post-processing, including filters
jme3test.renderer
example apps and non-automated tests for rendering, including cameras
jme3test.scene
example apps and non-automated tests for various scene-graph features
jme3test.scene.instancing
example apps and non-automated tests for instancing
jme3test.stress
non-automated stress tests
jme3test.terrain
example apps and non-automated tests for modeling terrain
jme3test.texture
example apps and non-automated tests for textures
jme3test.texture.dds  
jme3test.texture.ktx
example apps and non-automated tests for textures in KTX (Khronos Texture) format
jme3test.tools
example apps and non-automated tests for miscellaneous tools
jme3test.water
example apps and non-automated tests for water effects
jme3tools.converters  
jme3tools.optimize  
jme3tools.savegame  
jme3tools.shader  
jme3tools.shadercheck  
test  
jMonkeyEngine is a game engine made for developers who want to create 3D games following modern technology standards. The framework is programmed entirely in Java aimed at wide accessibility and quick deployment to desktop, web, and mobile platforms.

Key Features

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