I seriously plan to use JME for my own FPS called TUER. As you may know, for the moment, I use my own engine. I consider that my scientific investigations and experimentations will end in some months and it will be the time to switch to a true engine. I have some questions for you all :
- Is it still maintained?
- Is it already possible to use it with JOGL rather than LWJGL? If yes, is it easily possible to modify the text rendering to use my own bug fixes for JOGL (in TextRenderer.java)?
- Is it possible to use JME without JOAL (for example, is it possible to use only JavaSound, JOGG and JORBIS for the sound support)?
- Is it possible to use JME on low end machines (for example under OpenGL 1.3 with an ATI Radeon 7500 or a Geforce 1)?
- Does it work fine under Solaris?
- Does it work fine with the OpenJDK? Kaffe? GNU Classpath?
- JME is a scenegraph too, does it use a cells-and-portals algorithm? If not, is it possible to modify it so that it uses an implementation of it?
- Does JME contain a system of computation of geographic modifications like the engine of Red Faction 2 (you can break almost all walls, etc…)?
- What kind of spatial subdivisions are available with it?
- Does JME provide graphical hardware accelerated components? If not, is it possible to use it with FengGUI or Slick?
- Does the JME team need a financial help?
- The geometry of my FPS is really extremely simple. If I switch to JME, do I have a chance to get a better frame rate if I use it correctly?
- Does JME include anything that helps to write online games? If not, has someone tried to use it with JGN or Project Darkstar?
I’m sorry, I ask you a lot of questions. I have looked for answers but some people told me some contradictory things, I don’t know what to think For example, someone told me that it is possible to use JME with JOGL but it is written in the introduction : “Currently, LWJGL is supported with plans for JOGL support in the near future.”. Thank you for reading.