When comparing WiMi5 vs jMonkey3, the Slant community recommends jMonkey3 for most people. In the question“What are the best 100% free and easy game engines for beginners?” jMonkey3 is ranked 27th while WiMi5 is ranked 33rd. The most important reason people chose jMonkey3 is:
Java is a well-optimized just-in-time compiled language. It's faster than languages without an effective native-code compiler such as Python or Ruby, similar in speed to other just-in-time compiled languages such as C#, while slightly slower than compiled languages such as C or C++ (with some low-level and numeric [benchmarks](http://benchmarksgame.alioth.debian.org/u64q/java.html) being similar to C++). Java also has a wide variety of high-class IDEs available.
Specs
Ranked in these QuestionsQuestion Ranking
Pros
Pro Versatile flow diagram script model
WiMi5 integrates a powerful visual scripting solution based on Blackboxes that allows you to create the logic flow of the game. You don't have to code (if you don't want) but you can also do it. WiMi5's actions and behaviors resemble flowcharts where each box represents a function or value, with connections between them representing program flow. This provides a better at-a-glance indication of game logic than a simple list of events, and makes complex behaviors easier to accomplish.
Pro Integrated servers
WiMi5 provides integrated back-end services, with tools available to save game session data, manage rankings, etc.
Pro Free development
The WiMi5 platform is free to use, supported by post-publication royalties.
Pro Built in monetisation tools
WiMi5 provides features to manage in-app purchases and micropayments. Virtual Goods management is integrated into the Logic Editor.
Pro Publication partnerships
WiMi5 maintains partnerships allowing simultaneous publication to a number of Web and mobile stores, all managed through the WiMi5 platform.
Games can also be downloaded and publish it wherever you want: in your own server or with your own partners. Just check the Download feature in the settings of your game.
Pro Java is a great development platform
Java is a well-optimized just-in-time compiled language. It's faster than languages without an effective native-code compiler such as Python or Ruby, similar in speed to other just-in-time compiled languages such as C#, while slightly slower than compiled languages such as C or C++ (with some low-level and numeric benchmarks being similar to C++).
Java also has a wide variety of high-class IDEs available.
Pro Multiplatform support
Code can be ported to mobile (iOS is in the works) and other Android supported devices with minor changes to the code (just change some implementations that vary on the platform such as inputs and user interface). It can even run on certain Raspberry Pi devices.
Pro Free and open-source
jMonkey is completely free, meaning it's possible to develop and release a game with no fees or royalties. Because it is open-source, jMonkey has plenty of people fixing bugs and, adding to the engine as well as creating a variety of plugins that can be used in the engine.
Pro Not limited to using its own IDE
Unlike some engines, jMonkey doesn't force its own IDE. You can use its Netbeans-based IDE, but you can also set up a project to work in another IDE such as Eclipse. You can still use the special tools from jMonkey's IDE in such projects.
Pro Engine modifications can be made using Java
Because jMonkey is implemented in Java, the same language its apps are typically developed in, developers will have an easier time modifying the engine to their needs.
Pro Has everything
jMonkey3 handles input from computers and mobile devices. It handles networking, physics, rendering, terrain, and cinematics.
Pro Ease of extensibility
Engine is modifiable.
Pro Freedom of choice for architecture
The user is not compelled to use any programming architecture nor standard in order to make a project working. JME allows the freedom to use what is best for a game.
Pro Offers both low-level and high-level ways of editing shaders
Modifying shaders can be done either via a visual tool called Shader Nodes or via GLSL that allow you to make your own shaders without the engine getting in the way or having to hack around to do so.
Cons
Con 30% royalties
For filling the engine, publisher, and back-end service roles, WiMi5 takes 30% of game revenues.
Con Terrible API reference
The methods are not defined.
Con Not an engine for total beginners
While it's clear that you need to know Java first before using this engine, it is recommended that you have some programming experience as well. Most performance issues and memory leaks are more due to bad programming practices than the engine itself.
Con Slow release cycle
jMonkey3 lacks manpower to have a fast and decent release cycle.
Con Relies on archaic tool chain
jMonkey Engine uses Apache Ant for build automation, which is archaic and backwards, even by Java standards.