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I want to know some good reasons to use jMonkeyEngine for a Java 3d game development tool instead of just creating a game with LWJGL myself? I want to know a good reason I should choose this tool. Does anyone have a list of pros and cons for me to work with?

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Pros (as from their own website http://jmonkeyengine.org/)

  • Free, open source
  • Multiple platform targets
  • Modular design
  • Great documentation
  • Shader based architecture
  • User friendly SDK

Cons

  • If you're interested in the low level parts of creating a game you're better off starting with LWJGL yourself.
  • Some engines make you work a certain way but I'm not sure if jMonkeyEngine does that.

If you're not familiar with OpenGL or game development I would advice you to start with jMonkeyEngine since that's more high level and you will be able to produce quality games a lot faster. LWJGL is not even an ounce object oriented which makes using it in java a bit of a pain in the beginning but it's great when you understand how everything works.

That's just my two cents but everyone has different opinions.

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  • \$\begingroup\$ Thanks for the reply it does look interesting and easier to make a game with it. But your saying I should try this first and then once I get familiar with it I will have some familiarity to be able to create with LWJGL. \$\endgroup\$ – KingCodeFish Aug 9 '13 at 12:58
  • \$\begingroup\$ Does jMonkeyEngine support Blender models or just (.3ds) and their editor? \$\endgroup\$ – KingCodeFish Aug 9 '13 at 14:01
  • \$\begingroup\$ I figured out jMonkeyEngine does support certain exports of Blender. \$\endgroup\$ – KingCodeFish Aug 10 '13 at 7:26
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    \$\begingroup\$ Its worth noting that Jmonkey does allow some fairly low level access; eg their mesh buffers are pretty similar to VBOs \$\endgroup\$ – Richard Tingle Aug 10 '13 at 10:24
  • \$\begingroup\$ Your right, it does support low-level coordinates for quads and other shapes, something to note. Thanks! \$\endgroup\$ – KingCodeFish Aug 10 '13 at 17:10

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