![]() Low level = do around the same as high level, but you don’t have the control object that the engine controls and run automatically. So to build a character, you add a Node for the character, attach your camera to that node, and then possible add other node for things like Torches, weapons and etc… Then create a Control (same thing as creating a script for a visual object in Visual engines) that handles like gun sway, camera sway and etc… High level = you build everything in code. ![]() Visual has a ton of visual options beyond scene building, make many things quick. A Visual based Engine, High Level code Engine and a low level code engine. Creating a scene might be easier, but all the code under the hood is 90% of the work. The other main 3 engines, gives an appearance that it is easy to start writing games. ![]() Sure thing but JME requires brainwork and the JavaDocs has too many packages and classes to read and understand so that’s what got me scared though. Even experienced developers would like to use these for prototyping if they are good. You can start by splashing around in the shallow end of the pool but eventually you also have to learn to swim… and once you swim well it doesn’t much matter which body of water you are dropped into.Įdit: and to be clear, I’m not saying a scene editor, etc. And eventually you pay some price for it. If a game takes 2+ years to make then being able to drag and drop a simple scene in a few minutes versus the alternatives (I could have probably coded that scene in 20 minutes) is not that much of an impact. A million people can put a scene together but a very very small percentage can then make it do something particularly useful beyond the demo code. This is even the problem with Unity in a way. Look what i just created using Alice 3 scene builder with my dummy experience which i haven’t done in my entire life ever since when i started using JMEīut if you really stop and think about it, are you really any closer to having a game?
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