Cerberus X vs jMonkeyEngine
Cerberus X
cerberus-x.comjMonkeyEngine
jmonkeyengine.orgSide by side
| Figure | Cerberus X | jMonkeyEngine |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | — | — |
| Open source | — | — |
| Web | Yes | — |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | Yes | Yes |
| Android | Yes | Yes |
| Plans published | 1 | 1 |
| Spec score · Game Engine Software | 8.4 (#42) | 8.8 (#12) |
| Free plan | Yes | Yes |
| Graphics | Its Mojo2 2D graphics module supports primitive shapes, images, materials, shadows, lighting, and GLSL shaders. | Listed graphics features include PBR, custom materials and shaders, bloom, FXAA, SSAO, and tone mapping. |
| License | The project says its code is published under the zlib/libpng license. | The engine uses the BSD 3-Clause License and the maker says it has no fees, royalties, splash-screen requirement, or requirement to mention the engine in a game. |
| Mobile export | Yes | Yes |
| Purpose | Cerberus X is a game programming tool and language for creating games and apps. | jMonkeyEngine describes itself as a code-first Java game engine for developers. |
| Scripting languages | Cerberus X | Java |
| Source code model | open_source | open_source |
| Support | The community forum invites users to ask questions and start discussions, including in a beginner section. | The maker directs support questions to its community hub and also lists Discord, email, and GitHub issues as contact channels. |
| Target platforms | Windows,Linux,macOS,HTML5,Android,iOS | Windows,macOS,Linux,Android,iOS |
| Targets | Games can target Windows, macOS, Linux including Raspberry Pi OS, Android, iOS, and HTML5 browsers. | The engine says Java games can target Windows, macOS, Linux, Android, and iOS. |
Plans
In their own words
Cerberus X
Cerberus X has no write-up on Specifiction yet; its figures are above.
jMonkeyEngine
jMonkeyEngine is a free, open-source Java game engine for developers. It targets Windows, macOS, Linux, Android, and iOS, with mobile export and multiplayer foundations. Rendering includes a GLES 3.0 backend and direct OpenGL support from versions 3.2 through 4.5. Java 11 through Java 21, Gradle builds, JVM tooling, and direct Java-library use are listed. Networking foundations cover TCP, UDP, RPC, and synchronization patterns. Physics options include rigid-body, soft-body, and vehicle simulation through Bullet, Box2D, or Jolt Physics integration. Graphics features include PBR, custom materials and shaders, bloom, FXAA, SSAO, and tone mapping. A glTF workflow is described for moving Blender materials, lighting choices, and scene setup. The BSD 3-Clause License includes no runtime fees, royalties, splash-screen requirement, or requirement to mention the engine. Setup uses an initializer, NetBeans-based SDK, or direct Java-library configuration. SDK integrations are maintained separately and may lag engine features.