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(May 2026) Monthly WIP Screenshot Thread

jMonkeyEngine Hub May 29, 2026
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Hello everyone,

Lately I’ve been experimenting with an automatic HitBox generation system for jME based on geometric heuristics and skeletal analysis.

The goal is to minimize manual authoring: the system analyzes the Joint hierarchy, interprets the rig structure, and automatically builds capsule, box, and sphere colliders that fit the character anatomy.

Right now the builder:

  • computes dimensions and offsets procedurally
  • supports manual overrides and tuning
  • includes realtime debug visualization

The implementation takes inspiration from Unity’s RagdollBuilder workflow, but has been fully adapted to jME’s Armature/Joint system with a more runtime-oriented and configurable approach.

What’s interesting is that the system is already working surprisingly well even on Mixamo skeletons without manual setup, opening up some interesting possibilities for:

  • melee combat
  • locational damage
  • ragdoll setup
  • advanced hit detection
  • physical reactions

This is also one of the systems I used behind the scenes in this demo:

Blood Decals in jMonkeyEngine

Bonus: To manage all this complexity, I also started building a small prototype runtime inspector/editor for jME that allows me to visualize live:

  • scene graph
  • transforms
  • materials
  • mesh buffers
  • controls
  • lights
  • overrides
  • runtime object properties

It’s becoming incredibly useful for understanding what is actually happening inside the live scene while the engine is running, especially when working on procedural systems like this one.

I’m currently working on many other ideas and experiments around these systems, and I hope I’ll be able to share more soon.

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