JMonkeyEngine ( Java Monkey Engine or JME ) is a scene graph -based and written completely in Java graphics API. Many of the ideas that have been implemented in JME come from the book " 3D Game Engine Design" by David Eberly.

JME was developed to provide Java developers with a fully functional graphics engine available. An abstraction layer allows (theoretically) to use JME any rendering system. Currently, LWJGL and JOGL are supported for OpenGL.

The jMonkeyEngine is released under a BSD license, thus it is suitable for both commercial game studios as well as private individuals and universities.

Are currently working on version 3.0, which is software- and hardware- the next generation of 3D graphics needs.


JME 3.0: The core functions include a scene graph for 3D objects, support of professional shader -based materials, many particle effects and post-processing filter, 3D audio, jBullet Physics integration, asset management, and network communication. Lighting, shadows, and water can be simulated in real time, a terrain editor is in development. In addition Nifty GUI user interface, video and Cinematic scenes can be integrated. The JME SDK is completed by the jMonkeyPlatform, a development environment that specializes in Java 3D development and offers a source code editor fast file conversion and 3D scene editing.

JME 2.0: The fixed integrated functions include scene graph -based organization of 3D objects and fast frustum culling by using bounding volume along the scene graph. Furthermore, there exists a (simple ) particle system, a terrain engine, 3D sound support, real-time water simulation as well as other functions.


JMonkeyEngine 1.0 - 2.0

JME was established in 2003 by Mark Powell while he dealt with OpenGL rendering, created. He discovered LWJGL and chose the Java programming language for its own graphics tools. From these tools, a simple graphics engine was built. After reading the written by David Ebery 's book " 3D Game Engine Design", he implemented a scene graph and JME published on Sun's part Softwarerepository It is more developers involved in JME to expand its functions. The end of 2003 Joshua Slack JME joined and became a core member of the JME team. JME developed into a modern graphics engine and one of the most feature-rich Java. It has made them a stable platform for game development. End of 2008, resigned the core members of the active development of JME 2.

JMonkeyEngine 3.0

Began in early 2009 community members to design a new version of the engine. From this collaboration, the first version of JME 3.0, which was accepted by the majority as the official successor of JME 2 was born. Transferred in the summer of 2009, the former core members of the management of the project to a successor team, which has since dedicated to the JME 2 support and the development of JME 3. The current team is led by Erlend Sogge Heggen, along with webmaster Skye Book. The updated architecture of the framework was designed by Kirill Vainer and implemented. Hansen standards developed at the same time the jMonkeyPlatform, a rating based on the NetBeans Platform development environment for JME 3.0 projects. On 17 May 2010, the first alpha was introduced by JME 3.0 to the public.

JME based projects

  • Poisonville Bigpoint
  • North Game of SLX Games
  • Bang! Howdy from Three Rings
  • Call of the Kings of Gamalocus Studios
  • Project Wonderland ( JME from 0.5, before Java 3D ) from Sun Microsystems
  • Grappling Hook of SpeedRunGames
  • Mad Skills Motocross of Turborilla