Learn JMONKEYENGINE with Real Code Examples
Updated Nov 24, 2025
Architecture
Application class -> entry point
SimpleApplication -> main game loop
Scene graph -> hierarchy of Spatial nodes
Control classes -> modular behavior components
AppStates -> manage game/application states
Rendering Model
Scene graph traversal
Shader-based rendering
Lighting and shadow systems
Post-processing effects
Level-of-detail (LOD) management
Architectural Patterns
Scene graph pattern
Control-based component system
AppState modular game logic
Event-driven input handling
Service locator pattern for shared systems
Real World Architectures
3D desktop games
Android 3D games
Educational simulations
VR/AR prototypes
Interactive 3D visualizations
Design Principles
Scene graph architecture
Java-centric development
Open-source flexibility
Integrated physics and shaders
Cross-platform 3D support
Scalability Guide
Use batching and LOD for large scenes
Optimize physics updates
Profile CPU and GPU usage
Use memory-efficient assets
Reuse Controls and AppStates where possible
Migration Guide
Upgrade older jME projects to latest version
Check deprecated APIs
Update asset formats if needed
Test physics and shader compatibility
Validate cross-platform builds