Showing posts with label GLSL. Show all posts
Showing posts with label GLSL. Show all posts

Friday, October 18, 2013

DevCorner: jMonkeyEngine SDK 3.0 (stealth) release

The maybe most user friendly and complete FOSS game engine jMonkey Engine 3, has recently released the final version 3.0 of their very nice SDK.

Here is a list of the full changes:
Engine
- LWJGL base now works on MacOSX 10.7+ incl. Applets
- Hardware Skinning
- Shader Nodes
- Better Character (beta)
New LOD Generator!
TangentBinormalGenerator was refactored
- Better physics debug view
SDK
- Now bundles a compatible version of the JDK
- Now bundles a version of Blender for conversion and more
- Shader Node Editor (!)
- Code completion for assets
- Texture Atlas creation and packed texture handling
- External editor mesh updates for j3o files
- Seamless 3DS and Collada import through blender
- Improvements to model import tool, allows to locate and import textures
- Attach custom AppStates to the SDK editor scene
- New help and error log system, look for the monkey in the bottom right!
- Improved Font Importer
- Improved support for using other IDEs for code
- Improved obfuscation support for protecting your applications code

Besides general advanced of this Java based game engine, some changes of the list of new features are especially interesting! I think that for example their graphical editor of GLSL shaders is something that could benefit even projects not using jMonkey3 itself, and it is definitely something that was lacking as a FOSS game-dev tool (the half-heartily implementation for something like this in Blender has yet to reach the level of real usability).

Check out the link above to learn more about this shader node editor!