jme-Vulkan
jMonkeyEngine Hub
April 13, 2026
icyboxs/jmonkeyengine-vulkan
Currently, the shaders for the project are not yet completed, and there is only a demonstration shader available.
I have been too busy recently and haven’t had time to work on it yet.
There is also a large amount of Chinese text in the project that has not been translated into English (I’ll handle the translation when I have time, so that others can read it).
I’m not yet sure how the jMonkeyEngine (JME) project handles incubation, as there seems to be a lack of guidance on this in the community.
I hope someone can help test this project so I can identify what functionalities are still missing.
I’ve implemented the Vulkan part based on the frontend logic in the JME core, but some features currently rely solely on OpenGL-specific functionality that does not exist in Vulkan.
My hope is that this project can be incubated by the community until it reaches the same level of stability and usability as the current OpenGL components.
I’m not a proficient Vulkan user, so the design is bound to have flaws.
If you have any questions or doubts, please feel free to leave a message here.
Some thoughts:
Theoretically, Vulkan should indeed be faster than OpenGL, but that requires optimization for different targets to truly shine.
I hope to gradually transition jME3 to modern APIs step by step.
I haven’t looked closely at Android and Mac compatibility yet — Android likely needs some JNI work for support, and Mac has its own APIs.
Making all of these compatible still has a long way to go.
Discussion in the ATmosphere