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Love your stuff! thanks for the info. You achieve surprising graphics using Unity which is great news.

is that images related to coc generals 2? zero hour ?

by Nils Arenz
18 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

2 posts
0 questions answered
It’s a free, open source game engine, made especially for Java game developers who want to create 3D games using modern technology. The software is programmed entirely in Java, intended for wide accessibility and quick deployment.

A game created in jMonkeyEngine © jMonkeyEngine, 2015

Who is jMonkeyEngine for?
It’s not a visual RPG Maker or an FPS modder. You’ll get the most out of the engine if you bring some programming aptitude to the table. Pace yourself, and jMonkeyEngine can be a starting point for any aspiring 3D games developer.
Java served HOT!

Done Right, Java can be blazing fast. To be blunt: Java will always be easier to Do Right than C++. We provide Java developers with the tools they need to make highly performant 3D games on par with any other engine out there, without the headaches of compiler code.
Hacker’s Haven
jMonkeyEngine is extensible by design, and doesn’t try to tell you how to make your game. The New BSD License means you are free to do whatever you’d like with our code. And if you’d like to share something back, the jME3 SDK brings its very own plugin framework with automatic updates.


Light and Shadow

jMonkeyEngin light effects © jMonkeyEngine, 2015

We’ve got all the usual suspects to simulate candle light, sun light and flashlights as well as global lights. Shadows are created with techniques like PSSM and SSAO. (For Android we recommend baked shadows.)
Shaders and Materials

jMonkeyEngine island © jMonkeyEngine, 2015

The jME3 material system is entirely shader-based. Through an innovative design called Shader Nodes, shaders become super modular and can be edited in a visual editor. Of course, you can always make your own from scratch.
Filters and Effects

A dinosaur in jMonkeyEngine © jMonkeyEngine, 2015

jME3 comes with a wide array of special effects, primarily through the use of post processor filters and particle emitters. These are the “smoke and mirrors” tricks that allow you to emulate the wondrous stuff of nature, such as water, fog, light scattering and of course, explosions.

Game Logic

Application States tool © jMonkeyEngine, 2015

Application States

Custom controls in jMonkeyEngine © jMonkeyEngine, 2015

AppStates are the building blocks for your application. They help you separate your application into logical parts and can be used to quickly extend the base application. They can also be reused in other applications so you will quickly build your own library of AppStates and integrate publically available extensions easily into your application.
Custom Controls

Custom Controls are like AppStates but at a smaller scene-object based level. They allow you to add functionality to objects in the scenegraph to animate, control and integrate objects into a workflow

Game controller buttons © jMonkeyEngine, 2015

Input is a big deal. jMonkeyEngine makes it easy to target a wide array of platforms through unified input conventions, enabling keyboards, joysticks and touch all from the same interface.



Working with physics in jMonkeyEngine © jMonkeyEngine, 2015

For its physics simulation, jMonkeyEngine relies on jBullet, a Java port of the Bullet Physics library favored by top industry developers.


jMonkeyEngine terrain © jMonkeyEngine, 2015

Sculpt and paint your terrain using the SDK’s in-built terrain editor,TerraMonkey. You can also import heightmaps, drop in a SkyBox, apply lighting and enjoy automatic LOD optimization.


jMonkeyEngine cinematics © jMonkeyEngine, 2015

Use the cinematic tools to build your own little movie set for your cut scenes. With a few well tuned motion paths and sound events, it doesn’t take many keyframes to tell a good story.


jMonkeyEngine library portal © jMonkeyEngine, 2015

SpiderMonkey helps you make your game connected. If UDP, TCP, compression and thread safety is already cemented in your vocabulary, you may proceed.


A description of a spell © jMonkeyEngine, 2015

NiftyGUI is a standalone library, integrated with jME3 as its default GUI tool. Designers and developers can construct interfaces in XML or Java. Since every monkey is different, we also have two solid plugin alternatives.

Still have questions?

22 April, 2015


22 April, 2015