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 »

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

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Post by hike1 »

http://terrymorgan.net/screenshotscurrent.htm

A couple of Neoaxis terrain engine shots at the bottom.
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Post by sinbad »

Nice work.
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Post by irrdev »

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#! :D
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Post by betauser »

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

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Post by ahmedismaiel »

congrats guys ,
you have to make some exe to do an update from the server ,I'm tired from downloading everything each update ,
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Post by betauser »

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
Last edited by betauser on Wed Jul 18, 2007 5:29 am, edited 1 time in total.
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Post by sinbad »

Excellent, you're doing a really great job with that engine!
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Post by betauser »

sinbad wrote:Excellent, you're doing a really great job with that engine!
Many Thanks sinbad!
I of the same opinion on OGRE team and OGRE! It is very cool!
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Post by Vectrex »

betauser wrote:NeoAxis Engine 0.44 released!
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.
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Post by betauser »

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.
All engine code is written in managed languages.
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.
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Post by Vectrex »

betauser wrote:
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.
All engine code is written in managed languages.
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.
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++
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Post by betauser »

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++
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.

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.
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Post by Evak »

very nice, its cool to see your progress from month to month. Was looking for a material editor but didn't see one.

The engine seemed a lot faster like you did some optimization, but it might just be that I upgraded my video card from a 6600GT AGP to 7800 GS CO AGP :)
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Post by eugen »

i havent found the high level material editor neither!
Is present in the 044 version?
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Post by betauser »

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.
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Post by betauser »

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

---

You like updated OgreHead in RenderDemo? :)
Last edited by betauser on Thu Aug 16, 2007 3:04 am, edited 1 time in total.
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Post by PolyVox »

I'd like to join others in saying this is a very impressive engine. I've only tried the 0.44 version (downloaded yesterday, doh!) but it seemed very usable already.

Are you working on this fulltime? You're making great progress...
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Post by Evak »

I've been watching neoaxis from the first announcement, think I'll take a proper look at it over the next couple of weeks, rather than just play the demo's :)
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Post by betauser »

esuvs wrote:Are you working on this fulltime? You're making great progress...
Yes. thanks!
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Post by jacmoe »

I am also following your engine! :)

It is a real Torque killer! :D
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Post by jacmoe »

Speaking of Torque:
They are literally spamming GameDev.net - why don't you do the same? :)
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Post by betauser »

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. :|
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Post by jacmoe »

I have seen far worse engines boasting a much bigger version number than yours. :)
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Post by betauser »

I shall be very glad to any help in a question of greater popularity of a engine and the subsequent zombiing! ;)
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