But when you hit that limitation, for example the license fee or the closed technologies. The project has a distinct two-part story, as the current core development team includes none of the original creators. It’s not a directly “game making” thing but it does get kids familiar with basic programming concepts in a friendly way: My 10 year old son also took a class in Game Maker once: This is a very important point… in the long term, however, if your kids are just starting out, Unity’s visual editing tools are far superior, simply due to the fact the the developers are paid (meaning dedicating 100% or their work time) into making their commercial product as easy for the end user as possible.Though, (and this is cost consideration aside), I believe that instant feedback in programming is a major step towards keeping the interest of someone who is 1) young and 2) potentially prone to becoming frustrated if there is a boat load of “must learns” prior to seeing that progress. Back then it was just doing things like printing 1 to 100 on the screen or all of the x,y values from 1 to 100 in pairs (nested loops).Honestly, I think my kids have learned the most “programming concepts” from lego robotics. Of course that’s also half of the reason why you choose and engine at first. Compare this to languages that only had 50 commands total. Whichever tool/platform engages them the most wins. But having used the jMonkeyengine for about 2 and a half years, I can say I am a happy customer :).Unity probably has a bit more of everything: developers, users, bells and whistles, but there is a cost associated to that.Similarities between the 2: With it came exciting new features: AppState ids, light-probe blending, a better ragdoll control, and an animation system rewritten from the ground up. jMonkeyEngine is a 3-D game engine for adventurous Java developers. jMonkeyEngine.

Everything was “in memory” when programming, in that there were not really any IDEs, and you pretty much had to commit the entire program & structure to your brain’s memory to make any progress (though graph paper helped sometimes for multi-dimensional arrays which would contain different “variables” based upon the location in order to save memory. Visual Studio Code (much faster than VS, but a bit harder to set up for Unity development) JetBrains Rider (very fast, has lots of functionality and best Unity integration, but it is not free) Pro. Everything was “in memory” when programming, in that there were not really any IDEs, and you pretty much had to commit the entire program & structure to your brain’s memory to make any progress (though graph paper helped sometimes for multi-dimensional arrays which would contain different “variables” based upon the location in order to save memory. It certainly will keep their interest better while they are learning.I appreciate everyone’s feedback, and I’ll wait a few more days (and continue to do some more research); but in the interim, I thought I’d ask a somewhat separate question… It seems to be the common consensus that either Unity or jME are too complicated for children…, but if it’s broken down for them, with a little guidance to stop them from going off a cliff or into a wall, why would it not be consumable.
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jmonkeyengine vs unity


Pro. (12 years old, btw. That’s the education side.For the engine side. So you will learn a lot more by delving into the jME source code.C# and Java is a debate that can go on for ages, but I don't think it should be a defining factor, they are very similar in nature. Maybe atomix can filter it and add it to his but I also echo the fact that for kids just starting out, both of the listed solutions are overkill.My kids had fun with Scratch. Being able to do minimal coding and see stellar results might be more beneficial for the short term than “Can I create and manage a dynamic custom mesh without spending more money or pulling all of my hair out”.
?.I started programming a C64 at 9 (yep, I’m pretty old now ;-)) with no help, just the C64 manual (but how cool was it that a computer came with a programming manual!) Included with Unity Enterprise plan, and available for purchase separately for Unity Pro subscribers as "Core Support"). You can’t even type in an IDE without being presented with the 50 different methods you can call in a particular context. Unity offers over 20 platforms for publishing including mobile, console, web, VR, and more. ! The majority however will need to start on a far more abstracted level to get started.For the very youngest ones I would recommend letting them play games like From there, practically all of the resources I would recommend are conveniently listed here:The Hour of Code is a global movement reaching tens of millions of students. I have seen demo's and it's interface however. There doesn't exist a usable iOS version in jME, and I don't think there is any immediate plans for Xbox One and PS4, so Unity will win there. There was no object oriented programming and/or event driven programming; which meant you had to build your own plumbing / state machine (even if you didn’t know that’s what you were doing.)
But when you hit that limitation, for example the license fee or the closed technologies. The project has a distinct two-part story, as the current core development team includes none of the original creators. It’s not a directly “game making” thing but it does get kids familiar with basic programming concepts in a friendly way: My 10 year old son also took a class in Game Maker once: This is a very important point… in the long term, however, if your kids are just starting out, Unity’s visual editing tools are far superior, simply due to the fact the the developers are paid (meaning dedicating 100% or their work time) into making their commercial product as easy for the end user as possible.Though, (and this is cost consideration aside), I believe that instant feedback in programming is a major step towards keeping the interest of someone who is 1) young and 2) potentially prone to becoming frustrated if there is a boat load of “must learns” prior to seeing that progress. Back then it was just doing things like printing 1 to 100 on the screen or all of the x,y values from 1 to 100 in pairs (nested loops).Honestly, I think my kids have learned the most “programming concepts” from lego robotics. Of course that’s also half of the reason why you choose and engine at first. Compare this to languages that only had 50 commands total. Whichever tool/platform engages them the most wins. But having used the jMonkeyengine for about 2 and a half years, I can say I am a happy customer :).Unity probably has a bit more of everything: developers, users, bells and whistles, but there is a cost associated to that.Similarities between the 2: With it came exciting new features: AppState ids, light-probe blending, a better ragdoll control, and an animation system rewritten from the ground up. jMonkeyEngine is a 3-D game engine for adventurous Java developers. jMonkeyEngine.

Everything was “in memory” when programming, in that there were not really any IDEs, and you pretty much had to commit the entire program & structure to your brain’s memory to make any progress (though graph paper helped sometimes for multi-dimensional arrays which would contain different “variables” based upon the location in order to save memory. Visual Studio Code (much faster than VS, but a bit harder to set up for Unity development) JetBrains Rider (very fast, has lots of functionality and best Unity integration, but it is not free) Pro. Everything was “in memory” when programming, in that there were not really any IDEs, and you pretty much had to commit the entire program & structure to your brain’s memory to make any progress (though graph paper helped sometimes for multi-dimensional arrays which would contain different “variables” based upon the location in order to save memory. It certainly will keep their interest better while they are learning.I appreciate everyone’s feedback, and I’ll wait a few more days (and continue to do some more research); but in the interim, I thought I’d ask a somewhat separate question… It seems to be the common consensus that either Unity or jME are too complicated for children…, but if it’s broken down for them, with a little guidance to stop them from going off a cliff or into a wall, why would it not be consumable.

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