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TIGSource ForumsCommunityTownhallJMonkeyEngine stable 2.0.1 release
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erlend_sh
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« on: September 07, 2009, 01:39:43 PM »

The long awaited stable release of JMonkeyEngine, now version 2.0.1, is officially realeased. Every savvy Java game developer is strongly encouraged to go by our downloads section and check it out.

Before this new release, the Java Monkey Engine reached almost 20'000 downloads. Unfortunately there are no statistics for the number of SVN pulls, but we estimate even greater traffic through these means, as most developers have preferred to use the development version of JME for a long time now. For those not too familiar with JME on-goings, due to some issues in management that originated last year, a 2.0 build of JME labeled 'stable' has been long awaited. We have gone from r4093 to r4666 - suffice to say, there's been some changes. Please see the changelog for details, but keep in mind we're talking about continuous changes since January here, so there's bound to be some left outs.

Now it is time to determine some realistic feature goals for JMonkeyEngine 2.1 as a continuously community-driven project. As part of that, we are launching a 3-part survey that aims to accommodate JME development as a whole. We urge every JME enthusiast to dedicate just a couple of minutes to this survey, as it will help strengthen the direction we are currently missing. With clearly defined goals for both 2.1 and 3.0 we should see a boost in streamlined development.

We will introduce the complete core team for JME shortly, which also means we feel the newly established developers team is solid enough to handle new additions soon. We gladly welcome all applications.

I hope anyone following us has been pleased to see the increase of activity in JME as a mere project; an organization if you will. Experimenting with social networking tools such as twitter has been a lot of fun and our newly recovered youtube channel is quickly gaining momentum. If you ever fall back into doubt about JME's graphical capabilities or its lacking presence in high quality projects, the multitude of videos on this channel should be a powerful reminder. And the best stuff is always yet to come Wink

Managing an open source project of this scale is still a learning experience for most us, albeit far from entirely unexplored territory. We are consciously investing a great deal of time in learning about and developing the assets that this project surrounds itself with and produce, in the hopes that more and more will see JMonkeyEngine as a highly viable OSS project worth committing to.  Any further questions or requests should be made on our forum.

~ Erlend Sogge Heggen
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moi
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« Reply #1 on: September 07, 2009, 03:12:14 PM »

very nice engine, hope it finds its audience Beer!
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erlend_sh
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« Reply #2 on: September 08, 2009, 09:54:53 PM »

It already has actually  Coffee But quite naturally that doesn't mean we're not looking to expand on that. We're totally psyched about the 3.0 branch and the features that are in development for it. We expect it to produce quite the following.

Provided there's enough interest we'll definitely stop by here to drop off some eyecandy sooon!
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JackNeil
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« Reply #3 on: September 10, 2009, 04:03:36 AM »

jMonkeyEngine is the best engine for indie game development I know.
I have tried OGRE, Irrlicht, Crystal Space, and Panda3D, but none of them was so easy and fast to use like jME. The performance is also nice and there are many features.
The community is very active, and incredible helpful.
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Christian Teister | Game Developer
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« Reply #4 on: September 10, 2009, 06:32:48 AM »

jMonkeyEngine is the best engine for indie game development I know.
I have tried OGRE, Irrlicht, Crystal Space, and Panda3D, but none of them was so easy and fast to use like jME. The performance is also nice and there are many features.
The community is very active, and incredible helpful.

Yeah Irrlicht rendering pipeline sucks, but comparing it with a java based engine talking about speed is like comparing a cripple horse with a donkey... not much difference i believe
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JackNeil
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« Reply #5 on: September 10, 2009, 03:12:51 PM »

Actually I was talking about development speed. I develop 3-5 times faster with Java, C#, or Python than with C++.

Java is fast: http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=all&box=1
The times when Java was slow are long ago, but the old rumor is hard to kill.




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Christian Teister | Game Developer
Grappling Hook | Dev-Blog
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