NeoAxis Engine 2019.3
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NeoAxis Engine 0.42 Released
www.neoaxisgroup.com
- Free Non-commercial license
- OGRE 1.4
- Work on 64bit systems and Windows Vista
- HeightmapTerrain: fog
- Resource Editor: The editor of vertex channels of mesh
- Weapon: Now does not get through walls in a FPS mode
- Correct work with tangent vectors in shaders. It is necessary regenerate tangent vectors for meshes.
- PerPixelLighting, BumpMapping, OffsetMapping: Rewritten for variable quantity of light sources. Speed of work is increased, ambient light, specular maps.
- Templates of materials BumpMapping, OffsetMapping are removed. Now it is necessary to create a full material.
- Correct work of BumpMapping and OffsetMapping shaders in OpenGL
- Attached meshes: Property PhysicsToCollision is removed. Now it is necessary to use property ToCollision for the attached meshes. Compatibility with old versions is saved.
- Collision: Properry UseStaticGeometry is removed. Transferred in property StaticGeometry. Compatibility with old versions are _not_ saved. Be attentive.
- StaticGeometry, Collision, MapObjects: Property CollisionMaterialName. Opportunity to specify a physical material.
- Collision: Custom meshes. Now it is possible to create many meshes. Property CustomMeshName is removed. Compatibility with old versions are _not_ saved. Be attentive.
- WaterPlane: Physical influence on objects
- WaterPlane: Automatic change skybox in a material
- Correct texture filtration in ingame GUI
- Work in a full-screen mode is accelerated
- Map Editor: Work of a mode "Run simulation" is improved
- GridPathFindSystem: Opportunity to set a many bounds for one object (OnGetObjectBounds)
- GridPathFindSystem: Opportunity temporarily to clear many rectangular areas (DoTempClearMotionMap)
- GridPathFindSystem: Correct work with HeightmapTerrain
- Region: Work for the big count of objects is optimized
- Shape: Property for get volume of shape
- Log: Now Ogre.log data will write to the general log file of the application
- Bug fix: HeightmapTerrain: Incorrectly displayed geometry bugs are corrected
- Bug fix: MathEx.Bounds.RayIntersection()
- Bug fix: In some cases crashing of the program by call Map.GetObjectsWithCollision
- Bug fix: Unstable work at use a post of effects in additional render targets
- Bug fix: Map Editor: It is impossible to change properties at the several selected objects
www.neoaxisgroup.com
- Free Non-commercial license
- OGRE 1.4
- Work on 64bit systems and Windows Vista
- HeightmapTerrain: fog
- Resource Editor: The editor of vertex channels of mesh
- Weapon: Now does not get through walls in a FPS mode
- Correct work with tangent vectors in shaders. It is necessary regenerate tangent vectors for meshes.
- PerPixelLighting, BumpMapping, OffsetMapping: Rewritten for variable quantity of light sources. Speed of work is increased, ambient light, specular maps.
- Templates of materials BumpMapping, OffsetMapping are removed. Now it is necessary to create a full material.
- Correct work of BumpMapping and OffsetMapping shaders in OpenGL
- Attached meshes: Property PhysicsToCollision is removed. Now it is necessary to use property ToCollision for the attached meshes. Compatibility with old versions is saved.
- Collision: Properry UseStaticGeometry is removed. Transferred in property StaticGeometry. Compatibility with old versions are _not_ saved. Be attentive.
- StaticGeometry, Collision, MapObjects: Property CollisionMaterialName. Opportunity to specify a physical material.
- Collision: Custom meshes. Now it is possible to create many meshes. Property CustomMeshName is removed. Compatibility with old versions are _not_ saved. Be attentive.
- WaterPlane: Physical influence on objects
- WaterPlane: Automatic change skybox in a material
- Correct texture filtration in ingame GUI
- Work in a full-screen mode is accelerated
- Map Editor: Work of a mode "Run simulation" is improved
- GridPathFindSystem: Opportunity to set a many bounds for one object (OnGetObjectBounds)
- GridPathFindSystem: Opportunity temporarily to clear many rectangular areas (DoTempClearMotionMap)
- GridPathFindSystem: Correct work with HeightmapTerrain
- Region: Work for the big count of objects is optimized
- Shape: Property for get volume of shape
- Log: Now Ogre.log data will write to the general log file of the application
- Bug fix: HeightmapTerrain: Incorrectly displayed geometry bugs are corrected
- Bug fix: MathEx.Bounds.RayIntersection()
- Bug fix: In some cases crashing of the program by call Map.GetObjectsWithCollision
- Bug fix: Unstable work at use a post of effects in additional render targets
- Bug fix: Map Editor: It is impossible to change properties at the several selected objects
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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- Greenskin
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http://terrymorgan.net/screenshotscurrent.htm
A couple of Neoaxis terrain engine shots at the bottom.
A couple of Neoaxis terrain engine shots at the bottom.
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- OGRE Retired Team Member
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- Orc
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I still can't believe that this project has only one developer(betauser.) Really nice demos! I might give this engine a try, next time I am fooling around with C#!
FeedLaunch .NET RSS and ATOM feed editor- open-source and released under the GPL. Visit Feed Launch .NET Project Website hosted at sourceforge.net
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- Corporate Sponsor
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NeoAxis Engine 0.43 released!
www.neoaxisgroup.com
Main changes:
- Ageia PhysX implemented
- Decals (only for static objects)
- Physics System: Continuous collision detection
- ODEPhysicsSystem: Simple continuous collision detection
- OGRE 1.4.1
- 3dsMax LEXIExporter: Adapted for the NeoAxis Engine (Correct export of axes)
- 3dsMaxExporter: Correct work with XmlConverter, more convenient export of materials, a grouping of geometry to smaller amount of subMeshes
see full change log here:
http://www.neoaxisgroup.com/history.htm
www.neoaxisgroup.com
Main changes:
- Ageia PhysX implemented
- Decals (only for static objects)
- Physics System: Continuous collision detection
- ODEPhysicsSystem: Simple continuous collision detection
- OGRE 1.4.1
- 3dsMax LEXIExporter: Adapted for the NeoAxis Engine (Correct export of axes)
- 3dsMaxExporter: Correct work with XmlConverter, more convenient export of materials, a grouping of geometry to smaller amount of subMeshes
see full change log here:
http://www.neoaxisgroup.com/history.htm
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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- OGRE Contributor
- Posts: 217
- Joined: Wed Jan 25, 2006 11:16 pm
- Location: Redmond,WA
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- Corporate Sponsor
- Posts: 127
- Joined: Tue Sep 26, 2006 8:46 am
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NeoAxis Engine 0.44 released!
www.neoaxisgroup.com
Main changes:
- High level materials.
- Material Editor for a high level materials.
- ShaderBase high level material: Base template for creation shader materials. diffuse maps, specular maps, emission maps, normal mapping, offset mapping, cubemap environment mapping, vertex colors, transparency.
- Template of a high level material for creation a skyboxes.
- Cubemap zones.
- Heightmap terrain updated
- Many bug fixes
see full change log here:
http://www.neoaxisgroup.com/history.htm
www.neoaxisgroup.com
Main changes:
- High level materials.
- Material Editor for a high level materials.
- ShaderBase high level material: Base template for creation shader materials. diffuse maps, specular maps, emission maps, normal mapping, offset mapping, cubemap environment mapping, vertex colors, transparency.
- Template of a high level material for creation a skyboxes.
- Cubemap zones.
- Heightmap terrain updated
- Many bug fixes
see full change log here:
http://www.neoaxisgroup.com/history.htm
Last edited by betauser on Wed Jul 18, 2007 5:29 am, edited 1 time in total.
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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- OGRE Retired Team Member
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Many Thanks sinbad!sinbad wrote:Excellent, you're doing a really great job with that engine!
I of the same opinion on OGRE team and OGRE! It is very cool!
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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- Ogre Magi
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All engine code is written in managed languages.excellent and very fast! I'm wondering, is this whole thing written in pure c# or is c# just for the scripting of ingame stuff.
The base language - C#. (4.4mb code)
A small piece of code writted in Managed C++ - wrappers for OGRE and PhysX. - (600kb code)
As a result is a managed code - 5mb.
Native code are used only in third party engines and libraries. OGRE, PhysX, ODE, FMOD and OpenAL.
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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- Ogre Magi
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interesting. How much slower do you think your progress would be if it was all native code? I've been considering swapping to c# simply because my experiments in it have been so much quicker to make.betauser wrote:All engine code is written in managed languages.excellent and very fast! I'm wondering, is this whole thing written in pure c# or is c# just for the scripting of ingame stuff.
The base language - C#. (4.4mb code)
A small piece of code writted in Managed C++ - wrappers for OGRE and PhysX. - (600kb code)
As a result is a managed code - 5mb.
Native code are used only in third party engines and libraries. OGRE, PhysX, ODE, FMOD and OpenAL.
Also do you know what sort of framerate slowdown using all managed code has? My experiments haven't seemed to be noticably slower, probably because the real heavy stuff is still c++
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Initially I wrote a engine in C++ and gamecode in my script language (he practically managed). C# reduces time of development in some times. From 2 up to 10 times.interesting. How much slower do you think your progress would be if it was all native code? I've been considering swapping to c# simply because my experiments in it have been so much quicker to make.
Also do you know what sort of framerate slowdown using all managed code has? My experiments haven't seemed to be noticably slower, probably because the real heavy stuff is still c++
The basic problem of .net is a job garbage collector (delays). I try to allocate a minimum of memory in real-time. Use caches, stack allocations and other techniques.
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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- Orc Shaman
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The Material Editor works only with high level materials (".highMaterial" files).
You can look a file "Types/StaticObjects/OgreHead/OgreHead.highMaterial" in the Resource Editor for example or create new High level material.
You can look a file "Types/StaticObjects/OgreHead/OgreHead.highMaterial" in the Resource Editor for example or create new High level material.
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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- Corporate Sponsor
- Posts: 127
- Joined: Tue Sep 26, 2006 8:46 am
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NeoAxis Engine 0.45 released!
www.neoaxisgroup.com
Main changes:
- 64-bit High Dynamic Range rendering (Bloom, adaptive exposure)
- Option of global technique of rendering (At present it Standard and HDR techniques)
- HeightmapTerrain: There is no limit by three light sources
- HeightmapTerrain: Spot lights
- ShaderBase material: Spot lights
- ShaderBase material: True work of normal mapping, parallax mapping in the ambient light
- ShaderBase material: Transparent property is removed. It is necessary to use Blending property. Be attentive.
- ShaderBase material: Lighting, Blending, Culling, Alpha rejection properties
- OGRE 1.4.3
- Light: Attenuation range now is automatically calculated
see full change log here:
http://www.neoaxisgroup.com/history.htm
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You like updated OgreHead in RenderDemo?
www.neoaxisgroup.com
Main changes:
- 64-bit High Dynamic Range rendering (Bloom, adaptive exposure)
- Option of global technique of rendering (At present it Standard and HDR techniques)
- HeightmapTerrain: There is no limit by three light sources
- HeightmapTerrain: Spot lights
- ShaderBase material: Spot lights
- ShaderBase material: True work of normal mapping, parallax mapping in the ambient light
- ShaderBase material: Transparent property is removed. It is necessary to use Blending property. Be attentive.
- ShaderBase material: Lighting, Blending, Culling, Alpha rejection properties
- OGRE 1.4.3
- Light: Attenuation range now is automatically calculated
see full change log here:
http://www.neoaxisgroup.com/history.htm
---
You like updated OgreHead in RenderDemo?
Last edited by betauser on Thu Aug 16, 2007 3:04 am, edited 1 time in total.
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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- OGRE Contributor
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- Orc Shaman
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- OGRE Retired Moderator
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I am also following your engine!
It is a real Torque killer!
It is a real Torque killer!
/* 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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- OGRE Retired Moderator
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Speaking of Torque:
They are literally spamming GameDev.net - why don't you do the same?
They are literally spamming GameDev.net - why don't you do the same?
/* 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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By the way about advertising. You are right. I while probably not the big professional in it .
You can advise what to do? At present I have no means for paid advertising.
On the main page gamedev.net to me last time have not published news. Have told that is necessary the version >= 1.0.
You can advise what to do? At present I have no means for paid advertising.
On the main page gamedev.net to me last time have not published news. Have told that is necessary the version >= 1.0.
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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- OGRE Retired Moderator
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I have seen far worse engines boasting a much bigger version number than yours.
/* 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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- Corporate Sponsor
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I shall be very glad to any help in a question of greater popularity of a engine and the subsequent zombiing!
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