I don’t understand your comment about quality of graphics - that’s completely dependent on the number of polygons in your 3d models or the quality of your texture right?
You can still make shaders to add those effects. An if your game engine doesn’t support outside shaders, you need to find a new one. JME3 isn’t the be all end all of game engines.
No. Do you know how long it takes to make an engine like JME?
No? Are you saying he can’t make his own engine?
If you actually read my post you would realize I said creating something like JME takes a team of dedicated people months to build. Sure, one person could do it but they would need to know pretty much everything to do with anything related to game programming, and thats very rare.
lukasz1985 was being sarcastic, like “yeah I’m going to do all that shit by myself”
the point many of you have to realize as you actually produce games is that every game dev team has to use as much existing code and stuff as possible and develop the least amount, while still remaining in the spirit of the idea. Otherwise you will spent an eternity developing technology, not a game - its called productivity.
Unfortunately it seems almost all developers make this experience in a more or less painful way, eventually…
Anyway, thats why it is important what comes packaged with an engine to help you.
I think you’re taking about AAA titles. I personally like coding very single line of my games because I love it. Simple as that. Some people like game engines, thats fine. But I dont think indie exactly need a game engine. Big game developers do though.
Ok ok. Don’t derail here. Coding everything yourself can be fun but you get more done using pre-written APIs. In the real world of software development you rely hugely on third party APIs.
jME is a rather robust engine that abstracts some cumbersome things away from the potential game developer such as physics. I think they are trying to make Unity’esk workflow but in java which I strongly support. Best advice is to try it out and see if you find any “catch.” One thing I can say from trying out Unity, UDK, and Cry SDK is that they all have their own idioms when it comes to structure, art styles, pre-made shaders, and what not. It is easy to fall into them. This is the reason why most Unity games look like crap. So be aware of that.
If you can, please post later what you think as I have still not tried it out and would like to know how hard/easy it is.