NeoAxis Engine 2019.3

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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betauser
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NeoAxis Engine 2019.3

Post by betauser »

NeoAxis Engine is an integrated development environment with built-in 3D and 2D game engine.
https://www.neoaxis.com/news/neoaxis_en ... 3_released

Links
Website: http://www.neoaxis.com/
Download SDK: http://www.neoaxis.com/neoaxis/downloads
Last edited by betauser on Wed Dec 04, 2019 10:55 am, edited 46 times in total.
Ivan Efimov. Founder of the NeoAxis Group Ltd.
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xavier
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Post by xavier »

Looks keen; what are the license details? I didn't see anywhere where it was either downloadable, or license (open-source or otherwise) details were mention on the site?
Do you need help? What have you tried?

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Post by johnhpus »

The demo is great. I'll definitely check out this engine in the future.
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Post by Yaraher »

I'd guess there is a commercial license. Chech their Collaboration page:

Collaboration

At present we are entirely open for collaboration.
We can provide following services:
* Full or partial licensing of a engine and tool
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Post by bain »

Looks really impressive .. definitely going to look at this soon.

I hope somebody is going to offer to help with the text on the site, it can be really funny sometimes *grin*
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Post by sinbad »

Nice work, looks pretty expansive. Definitely good to see new tools turning up.

But I agree, would be worth getting a native English speaker to review the text on the site to make it read a bit more professionally, since it lets down an otherwise excellent site.
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Post by bain »

definitely agree .. the tools look very easy to use etc.

going to play with it as soon as I resolve this silly bug I just found ;P
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Post by Bekas »

Very impressive work so far! Did you implement your own GUI system ? Can you provide a few details about it (is it in C# or C++, etc.) ?
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Post by lolol »

Fantastic engine. but with a simple .net decompiler i was able to read the entire source of the engine etc XD

so next time use an obfusticator of somekind :>

: P
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Post by Falagard »

Nice work, I'm very impressed :-)
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Post by betauser »

Thanks for comments! They inspire! :wink:
But I agree, would be worth getting a native English speaker to review the text on the site to make it read a bit more professionally, since it lets down an otherwise excellent site.
We yet would not find who was able to do it.
Did you implement your own GUI system ? Can you provide a few details about it (is it in C# or C++, etc.) ?
Yes. We have developed the GUI system. You can read here about it.
http://neoaxisgroup.com/description.htm
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Good Work!

Post by irrdev »

Looks really impressive! I like to see an engine rendered with Ogre! Good work! :lol:
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Post by jacmoe »

High grade stuff! :)

Looks like you've got yourself a solid foundation there!
And you are concentrating on tools, which is good! :wink:

One small comment, though:

You are using Ogre, right?
So there's no need to list all Ogre's features.
It confusing.
Better would be to link out the rendering engine features.
It keeps it tidy.
And the features specific to your engine are even more visible! :)

Just a suggestion.
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Post by jacmoe »

One more comment while I'm at it:

I don't think the greyed out items in your text does you any good.

They show that the features are not implemented.

Comment them out in your HTML source instead.

Make them appear as the features makes their way into your engine.

I think the greyed out items are a bit like when people put a text *this page is under construction* up on their webpage.
Which is silly, because all homepages are under construction.

All (alive) programming projects are under development, right?
So no need for grey text.

If you want to show what upcoming features you have, consider making your roadmap public.
So people can see what the future brings. :)
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Post by betauser »

You are using Ogre, right?
So there's no need to list all Ogre's features.
It confusing.
Better would be to link out the rendering engine features.
It keeps it tidy.
And the features specific to your engine are even more visible!
I have written only the most important features. That the reader at once knew, at all not knowing that such OGRE. Imho, it would be inconvenient to read, when the description is broken into some parts. Especially divided by a miscellaneous on sites.
I don't think the greyed out items in your text does you any good.
It seems to me that grey items are very convenient. Therefore as they give representation of the future completeness. I.e. it that it is necessary to realize for high-grade toolkit.
Or it only so seems to me? :)

But as a whole you are right. Roadmap the page will be useful.

Thanks!
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Post by Chris Jones »

i agree with jacmoe about the greyed text but only partly about listing ogres features.

about listing the features, IMO write the main features but dont go into any detail, then where youve written that your using OGRE, give a link the detailed features.
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Post by jacmoe »

Would be very interesting to learn what your licensing terms are..! :)
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Post by Alexander »

I think the Ogre features should be on the engine page. As you mentioned, you don't want to have to go hunting to see what the features the project supports. A professional commercial app would make the feature page as centralized as possible, I think.

The greyed out text could be done another way I agree, though.
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Post by betauser »

Would be very interesting to learn what your licensing terms are..!
In the near future we shall try to write the licence information.
Now there is some information at a forum.
http://www.neoaxisgroup.com/phpBB2/view ... hp?p=38#38
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Post by nikki »

According to the 'About us' page, you are the only developer. If so, then this is some really excellent work to be done (almost) wholly by one person (tools etc. included).

Good luck in making it even better! :)
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Post by betauser »

Release version 0.31

- The sixth demo. RTS Demo. An example of realization real a time of strategy on a engine.
- Expandable path find system based on a grid
- Virtual multithreading in the logic system. An opportunity of parallel execute design methods by means of commands of expectation (Logic.Wait).
- Management of cameras
- More convenient work with static objects in the map editor (creation, selection)
- Partial implementation free sound library FreeSL (no streaming)
- Opportunity of a choice of sound system in a Configurator
- Various small additions and bug fixes

+ Have considered all your remarks in occasion of a site. :)
Thanks.

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Post by joshcryer »

Ahh, you going to compete with Torque? :)

Maybe? :D

sinbad has made mentions about this before (that someone could easily make an Ogre based Torque competitor), and I would agree with him, if you sell at Torque level, you can make some good money my man! But of course I don't particular know how much IP you have tied up in it, so maybe it is an insult to say it can compete with Torque. I'm just saying. As far as I can tell it looks really nice, though. :)
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Post by jacmoe »

Nice work! This is turning into a complete game production suite! :P
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Post by Indie »

Nice stuff, i'll try to establish collaboration with you for one of my projects :)
:wink:
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Just a question...

Post by irrdev »

Just a question... Do you plan to make a port/wrapper for Mono? It would be great if the engine could be platform-independant. Oh, are you also planning to update the engine for the .NET framework 3.0? :?:
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