See: Description
| 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.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 | |
| 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 |