Fyrox vs jMonkeyEngine
Fyrox
fyrox.rsjMonkeyEngine
jmonkeyengine.orgSide by side
| Figure | Fyrox | jMonkeyEngine |
|---|---|---|
| Price from | — | Free |
| Free plan | — | Yes |
| Free trial | — | — |
| Open source | — | — |
| Web | Yes | — |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | Yes | Yes |
| Android | Yes | Yes |
| Plans published | 0 | 1 |
| Spec score · Game Engine Software | 7.7 (#69) | 8.8 (#12) |
| Assets | The asset manager loads assets asynchronously and lists support for FBX, glTF, and GLB models, common image formats, and WAV, OGG, and MP3 audio. | The site describes a glTF import workflow intended to transfer materials, lighting choices, and scene setup from Blender predictably. |
| Founded | 2019 | 2004 |
| Free plan | Yes | Yes |
| License | The public GitHub repository identifies the project license as MIT. | 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 |
| Multiplayer tools | Yes | Yes |
| Rendering | Rendering features include a physically based pipeline, custom shaders and materials, HDR, deferred shading, and shadows. | It offers a GLES 3.0 backend and direct OpenGL support from versions 3.2 through 4.5. |
| Scripting languages | Rust | Java |
| Source code model | open_source | open_source |
| Target platforms | The platform table lists engine support for Windows, Linux, macOS, WebAssembly, and Android; iOS is marked theoretically compilable but untested, and the editor is for desktop platforms. | Windows,macOS,Linux,Android,iOS |
Plans
In their own words
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.