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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Post by betauser »

Thanks!

I yet do not see any reasons to not continue the work!

Without OGRE I certainly would not make releases so quickly. And in general nothing would be without it. :)
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Post by xavier »

I couldn't really tell from what I've seen so far -- but I am guessing that it is possible to make games with what is included in the demo distribution? I've only started dabbling with the demo and tools, so I don't know yet if the demo is a single exe with the demo game code, or if it's a standalone programmable DLL (assembly) with a documented API.
Do you need help? What have you tried?

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Post by betauser »

On the basis of Demo it is possible to make much enough. Since at her there are source codes of a Demo. They are compiled without source codes of a engine.

But. It will be soon accessible SDK (approximately in 2 months).
In her there will be a documentation: API Reference, descriptions and tutorials. Also then will source codes of a Demo are documentary.
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Post by Vectrex »

I really like the editor and resources viewer, especially since you can do physics and gui editing too. The engine seems very flexible and the built in script editor makes it very cool. Very promising.
It'd be great to be able to recompile c# scripts while the game is running. My flatmate does this in his app and it's really usefull and he said it was easy to get going.
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Post by betauser »

NeoAxis Engine 0.36 Released!

- LOD's. Adjustment in the Resource Editor. Automatic generation.
- Game: It is a little changed GameWindow.cs for more simple creation of new game modes
- PostEffects: Option "Apply PostEffects to Screen Gui"
- Map Editor: Dialogue at map loading for change of missing entity type
- MapsWindow: Now maps are searched on all "Data" directory. Earlier only in "Data\Maps".
- Collision: Opportunity to set custom mesh
- Culling ingame 3D gui by means of the scene manager (earlier only by frustum)
- Rendering ingame 3D gui in additional render targets
- Splash screen for a game logo at start
- GUI rendering speed increased
- The buffer of color now is not cleared if is active SkyBox
- Some optimization of physical system
- FMOD updated to 4.6.9
- "Relations" system renamed to "Relationships"
- Class DefaultMapRenderTargetListener is not used any more since it is not necessary
- The part of the documentation is written. It will be presented in SDK.
- Bug fix: True rendering ingame 3D gui
- Bug fix: Occluders does not cut outdoor portals
- Bug fix: Configurator: dump of the screen resolution in a windowed mode
- Bug fix: Game: a decreasing window size at game restart in windowed mode
- Bug fix: Twitchings of a player gun at active posteffects
- Bug fix: Leaks in LogicSystem at destruction of a map
- Bug fix: Map Editor: impossibility to select some objects in just created map
- Bug fix: The impossibility to edit a .type files if a directory to it has been renamed

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Post by cybereality »

Cool man. You've added a lot of features in such a short time. I was just checking out the latest demo. I especially liked how well the 3D guis worked. Nice work.
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Post by hike1 »

The neoaxis forum seems to be down, I followed the '1st room' tutorial, tried to add another .mesh, it said 'already
has unique entity'.
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Post by betauser »

The NeoAxis forum is switched-off, because we change a hosting provider.
Sorry.
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Post by betauser »

NeoAxis Engine 0.4 released!

- SDK
- Non-commercial license
- Entity Type Editor: Attached objects can now be adjusted visually
- Opportunity to create objects by means of Objects Creation Collection and to transfer them to the attached objects list. It enables to create objects which follow the owner. For example flashes from shots attach to the gun and move together with him.
- Resource Editor: Support of viewing of file types: hdr, psd, bmp, gif
- Resource Editor: Save button
- Map Editor: Tips above objects (to include go to options dialog)
- Map Editor: Camera control: Alt + right button - Camera move front/back
- Map Editor: Camera control: middle button - Camera strafe
- Resource Editor: MeshEditor: bones view
- "Solid" renamed to "Body". Compatibility with old .physics files is saved.
- Entity Type Editor: AttachedObject.Solid, SlotName, BoneName properties with combo boxes for convenience
- Dynamic.SoundPlay3D: The parameter at which the sound attach to object is added. Now sounds can move with object of the owner.
- Caching on a disk a static geometry tiles
- The opportunity to change a near/far distance of the camera for each map separately is added
- Class MapType: CameraNearFarRange renamed to NearFarClipDistance
- Faster work of texture shadows
- Class MeshObject.BoneSlot moved to MapObjectAttachedMesh.BoneSlot
- Resource Editor: Work with ".type" files is improved. Renaming of types, removing.
- Attached Ribbon Trail: CastShadows property
- Class GameGeneral.PlayerCharacter correrted and bugs are fixed
- Class MapObjectAttachedParticle: EnableStartTime property renamed to StartTime.
- Objects Creation Collection: class MapObjectCreateMesh. To create temporary models and to attach them to the owner
- Resource Editor: In a name of materials it is allow to use "/"
- Copying a log files at a fatal error
- Contact groups removed ContactGroups.Dynamic1 и ContactGroups.Dynamic2
- Logic System: The file of the control sum for check of changes of files of maps is added.
- Classes Mesh, SubMesh, VertexData, IndexData: Methods for simple creation of buffers from managed arrays and extraction of data from buffers are added
- Map Editor: More correct selection of objects by the mouse
- Scene management is a little optimized
- Bug fix: Visually the physics never falls asleep
- Bug fix: Impossibility to add in StaticGeometry models containing diffuse color in vertices
- Bug fix: Wrong definition of flares visibility at the switched on shadows
- Bug fix: Impossibility to receive the notice on pressing keys Keys.LShiftKey, Keys.RShiftKey, Keys.LControlKey, Keys.RControlKey
- Bug fix: Incorrect work of method Map.GetObjectsByScreenRectangle at switched on stencil shadows
- Bug fix: Wrong calculation Solid.Bounds
- Bug fix: Incorrect work of many methods ToString( int precision ) in MathEx assembly
- Bug fix: Incorrect work of methods of a class RenderFrustum (ViewMatrix, ProjectionMatrixRS, GetReflectionMatrix)
- Bug fix: Incorrect rendering of a grid in the Physics Editor

http://www.neoaxisgroup.com

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Post by betauser »

NeoAxis Engine 0.41 released!


Once again thanks to magnificent OGRE engine and his developers.
Without it I would not reach results so quickly.

OGRE the best!


New in 0.41:
- HeightmapTerrain (paint layers, geomorphing in a vertex shader, material LODs)
- HeightmapTerrain Editor
- TerrainDemo
- Link of bones of model with physical bodies. An opportunity to create any ragdolls in the physics editor.
- RagdollDemo
- Conditions of licensing are changed
- Example of creation of a water plane (WaterPlane entity)
- Example vegetation shader (fir example)
- Map Editor: Collision it is updated automatically
- EControl: MouseWheel event
- Explosion entity: The formula of calculation of force of an impulse is changed
- Collision: Faster generating
- Check of not removed objects of a render
- Attached meshes: Normalization of normals when the scale is not equal to 1
- Map: Opportunity to set the node size for each map
- MathFunctions.Clamp: the interface is changed
- Bug fix: Resource Editor: White texture at viewing materials and models
- Bug fix: Wrong rendering at the switched on clipping by rectangle. SetScreenClipRectangle.
- Bug fix: Editors: Possible crash at an exit
- Bug fix: VideoBox: Incorrect rendering in some videocards
- Bug fix: Logic System: The error of compilation when exists a entity class with same name of a logic class
- Bug fix: Incorrect rendering of debug geometry in some cases

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Post by Falagard »

Nice work, I'm jealous.
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Post by nikki »

Falagard wrote:Nice work, I'm jealous.
Same here. :)
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Post by Prezadent »

I have been using NeoAxis for around 3 months. The tools are great and are under continual development.

This engine is going to be AWESOME in a few more releases.

I highly recommend downloading and checking out the demo and the tools.

The particle editor in the Resource Editor alone is worth the download for Ogre users.
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Post by betauser »

Thanks :)
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Post by Gyro »

This looks like it has amazing potential. :) If it comes out the way it seems that it will, it will be far better than Torque.

It's interesting, because I've had an idea for a similar project for quite some time (though I haven't done very much work on it). I'm really a bit envious, since you're doing such an amazing job with this with no help.

I have a short question - will it be free for non-commerical use?
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Post by betauser »

Ivan Efimov. Founder of the NeoAxis Group Ltd.
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Post by betauser »

Good news!

Conditions of licensing are changed.
http://www.neoaxisgroup.com/services.htm

Now SDK is accessible for all.
The noncommercial license is absolutely free.

To download SDK it is possible here:
http://www.neoaxisgroup.com/download.htm
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Post by big_o »

I'm glad to see that the non-commercial license has been made free. I'm definitely going to give it a look when finals are over.

I haven't had time to do any non-school coding for nearly a month :lol: .
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Post by nikki »

betauser wrote:To download SDK it is possible here:
http://www.neoaxisgroup.com/download.htm
Oh my God! :shock:

Though I won't be using it (I prefer working with my own framework), it will be an excellent learning experience to see someone else's engine and how the tools work together. :)
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Post by betauser »

Though I won't be using it (I prefer working with my own framework), it will be an excellent learning experience to see someone else's engine and how the tools work together.
One of my purposes - to take hold of your consciousness. ;)
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Post by Vectrex »

great news, this will be a good torque competitor now
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Post by jacmoe »

betauser wrote:One of my purposes - to take hold of your consciousness. ;)
Looks like you are getting somewhere! :)

I agree with Vectrex: This could evolve into a real Torque-Killer! :twisted:
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Post by nikki »

I've been tinkering around for sometime, and I must say, you have got an excellent tool system!
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Post by verio »

Now it's free for non commercial use?
A great game engine for the Ogre community.
Really good good news!
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Post by betauser »

Now it's free for non commercial use?
Yes.
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