LibGDX or JMonkeyEngine 3.0?

Hello, I’m an experienced game developer, but not in Java. I was using LibGDX, but then I found out about JMonkeyEngine. JMonkeyEngine can port to Android, iOS, Linux, Windows(sadly(I hate Windows)) and OS X. What one should I use?

Thanks! Any help is appreciated!

LibGDX = specialized in 2D with 3D coming along

JMonkeyEngine = specialized in 3D with a scenegraph.

Which would you like?

I’d eventually like 3D. I thought JMonkeyEngine was both. Well, that answered my question! I think maybe LibGDX would be a better choice, at least for now! Thanks! :slight_smile:

You can also simultaneously create games for iOS, Android, Windows, Linux, and Mac with LibGDX.

And html5. :point:

Question is: If I already have libgdx skills and want to make a 3D game now, would I still want to switch to jme or not?

This is assuming I only use the jme lib, not the netbeans editor - cant see that happening for me

Lets assume PC only

Im going to bump my own question here, because I think its interesting and most people may have overlooked the question.

JME has been around for a long time; Libgdx’s 3D API is immature (but quite easy from what I hear), but I have much libgdx skills… soooo… I dunno
On the other hand I shouldn’t have a problem with JME stuff…
well, not sure

They’re geared at completely different problem spaces. GDX is about providing an OpenGL context, a lightweight 2D API, and is just starting to branch into a 3D API. jME is about a scenegraph and models and asset pipelines (well sorta) and all that other stuff you expect from an engine. Apples and oranges really.

I’ve been using jME3 a lot lately, and it’s very good. It’s extremely easy and has quite some power. But it all comes down to whether you want 2D or 3D.

jME3 for 3D.
LibGDX for 2D. (also has 3D options, but it is not nearly as easy as jME3)

I like high level stuff and am not married to opengl so, yeah I guess jme would be worth looking at for a 3D project

Our 3D support has been ramped up quite a bit. Not saying we are close in functionality to JME (we don’t have a scenegraph, though models can be hieararchical), but it should be trivial to implement anything on top of the API.

Also, we have an FBX converter, something JME is lacking completely, which makes importing assets a ton easier, including skinned models.