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jMonkeyEngine is a game development suite made especially for game developers who want to create 3D games with modern technology standards. The software is programmed entirely in Java, intended for wide accessibility and quick deployment.

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What's new

  • Initial greedy meshing support (done)
  • Fixed Terra textures (done)
  • Connected Weltschmerz and Terra (done)
  • Basic terrain generation (done)
  • Greedy mesher optimizations (in progress)
  • Texture shading for better terrain readability (done)
  • Voxel splatter testing and integration (in progress)
  • In-game chat tests (in progress)
  • Generation logic (done)
  • Trees (in progress)
  • Running animation (in progress)

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Current state of the voxel splatter.

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The main theme of this month for me was "Learn how to use Terra and then fix it." Here's a comparison of the previous version of Terra and the new one:

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And the new version with greedy meshing:


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Crushing the bugs!

  • Obsolete libraries prevented building (fixed)
  • Terra material ID bug prevented air from generating (fixed)
  • Broken 1D to 3D culling calculations (fixed)
  • Texture bug (fixed)
  • Shader bug (fixed)

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Startup: 2 min 20 s
FPS: 60 - 80
Memory usage: 1 400 MB
Memory and loading times have gone up, and generation is slow. This means we need to focus on optimizations for now.


I optimized world generation code by removing fortune algorithm in Weltschmerz, which significantly improved performance. Result is a much smoother map.

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But it also broke adjusting seas and shorelines. The generation of detail is now so high that 1 pixel == 1 sector. Here is schema to imagine example hierarchy of world size in final release.

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We keep important parts of the game as modules for moddability. Terra only does what it's told to do and contains no behavior logic. This means that Weltschmerz needs to provide the world generation logic and it is kept separate from Terra. The world data is passed to Terra as a flat array that Terra understands.


Right now we can generate about 1000 chunks with good FPS on an average 5 year old GPU. This equals to a flat terrain which is approximately 500 x 500 meters in size.

Our next goals are:

  • Optimizations.
  • Support for custom meshes.
  • More performance tests.

We are looking for more coders to join the project. Contact information can be found on our website:


See you later!




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Comments  (0 - 10 of 27)

I loved this engine ,iam waitting the jmonkey3.0 book to arive in my country, i hope this engine be a subject on universityes .

Reply Good karma Bad karma+1 vote

It is still in beta, I am anxious this stable version because this jmonkeyengine is very useful to do quickly prototype games

Reply Good karma Bad karma+2 votes
erlend_sh Creator

We've actually been stable for a couple months now, but we just made it official today! =D

Reply Good karma+3 votes

I wonder if this game engine can do something similar to CryEngine 2 or 3, in example, talking about the generated environments. It would be great to make an scenary in both engines and compare the results. I'm learning to use this engine (jME 3) because I have some ideas I would like to materialize, and I know Java enough to start with it, but I have no experience in Game development; that's why I would like to know if this engine can generate realistic environments as CryEngine (2 or 3), or if there are some limitations (about performance or something else) for that (excluding of course the quality of textures and models).

Reply Good karma Bad karma+1 vote
erlend_sh Creator

It really comes down to the quality of your models and your scene composition skill. Nothing performance wise is gonna stop you from making a scene in jME3 that's as good looking a what you see in a CryEngine game, but those scenes usually took several thousand expert man hours to put together.

Reply Good karma+4 votes

Definately the best java graphics engine

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Which language does this engine use?Java?

Reply Good karma Bad karma+2 votes

Yes, it uses Java.

Reply Good karma Bad karma+3 votes

This engine is the best thing for java game creation.
but still its a bit buggy and the SDK's gui is super slow and buggy.
so I'm using direct LWJGL.

Reply Good karma Bad karma+2 votes
erlend_sh Creator

Did you try the RC1 release yet? There's been some major improvements in the SDK, including a big performance boost.

Reply Good karma+2 votes
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Ratings closed.

Highest Rated (8 agree) 10/10

Developer of 3079 here -- My game wouldn't have existed if it wasn't for this engine. This engine has done so many great things for me, and knowing it is purely Java based allows it to be completely cross-platform without any extra work. Did I mention it is free? These guys deserve tons of credit. This engine is fast and full of features. It also includes a complete Software Development Kit with terrain editors and all sorts of gizmos. Highly recommend this! In response to other review comments…

Apr 20 2012 by Phr00t


Latest tweets from @jmonkeyengine

RT @LWJGL: Falling Stars: War of Empires is now on Steam Store.steampowered.com written with @jmonkeyengine

May 3 2016

We are moving Hub.jmonkeyengine.org to new servers generously sponsored by @digitalocean. Should ultimately result in a more stable forum.

Apr 12 2016

Introducing our new name: jPonyEngine Hub.jmonkeyengine.org T.co

Apr 1 2016

At long last Jmonkeyengine.org is back up and running! Sorry to leave you hanging for so long monkeys.

Mar 18 2016

We are experiencing some downtime. Hopefully up and running again in a day or two. Now would be a good time to revisit your Reading List.

Mar 17 2016

Some good news for the SDK users out there: Developers from the community have stepped up as maintainers! Hub.jmonkeyengine.org

Mar 15 2016

Hot on the heels of our last release, v3.1-alpha4 is now out! Hub.jmonkeyengine.org

Mar 14 2016

RT @discourse: Gonna be doing our first ever @gsoc this year, much excite! Hey students, find anything good in our ideas list? T.co

Mar 1 2016

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