NeoAxis Engine 2019.3
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NeoAxis Engine 2019.3
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
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.
NeoAxis 3D Engine - http://www.neoaxis.com
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NeoAxis 3D Engine - http://www.neoaxis.com
News on Twitter, Google+, Facebook, VK
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Thanks for comments! They inspire!
http://neoaxisgroup.com/description.htm
We yet would not find who was able to do it.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.
Yes. We have developed the GUI system. You can read here about it.Did you implement your own GUI system ? Can you provide a few details about it (is it in C# or C++, etc.) ?
http://neoaxisgroup.com/description.htm
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- Orc
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Good Work!
Looks really impressive! I like to see an engine rendered with Ogre! Good work!
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High grade stuff!
Looks like you've got yourself a solid foundation there!
And you are concentrating on tools, which is good!
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.
Looks like you've got yourself a solid foundation there!
And you are concentrating on tools, which is good!
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.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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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.
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.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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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.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!
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.I don't think the greyed out items in your text does you any good.
Or it only so seems to me?
But as a whole you are right. Roadmap the page will be useful.
Thanks!
Ivan Efimov. Founder of the NeoAxis Group Ltd.
NeoAxis 3D Engine - http://www.neoaxis.com
News on Twitter, Google+, Facebook, VK
NeoAxis 3D Engine - http://www.neoaxis.com
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Would be very interesting to learn what your licensing terms are..!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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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.
The greyed out text could be done another way I agree, though.
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In the near future we shall try to write the licence information.Would be very interesting to learn what your licensing terms are..!
Now there is some information at a forum.
http://www.neoaxisgroup.com/phpBB2/view ... hp?p=38#38
Ivan Efimov. Founder of the NeoAxis Group Ltd.
NeoAxis 3D Engine - http://www.neoaxis.com
News on Twitter, Google+, Facebook, VK
NeoAxis 3D Engine - http://www.neoaxis.com
News on Twitter, Google+, Facebook, VK
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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.
- 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.
Ivan Efimov. Founder of the NeoAxis Group Ltd.
NeoAxis 3D Engine - http://www.neoaxis.com
News on Twitter, Google+, Facebook, VK
NeoAxis 3D Engine - http://www.neoaxis.com
News on Twitter, Google+, Facebook, VK
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Ahh, you going to compete with Torque?
Maybe?
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.
Maybe?
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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Nice work! This is turning into a complete game production suite!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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Just a question...
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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