NeoAxis Engine 2019.3

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betauser
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Post by betauser »

We port a engine on Mono when there will be in it a necessity. Basically it to make simply.

I do not see sense to upgrade for the NET 3.0. In him there is nothing critical important.
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Post by Toby »

I am very impressed. I tried demo 0.3.1, woaw. But I am waiting 1.0 because I use PhysX in my project. Moreover now PhysX is free for commercial use to since last 2.6 version of Ageia engine.
According to you how release 1.0 out?
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Post by kneeride »

betauser, do you mind posting some larger screenshots of the RTS? I'm very interested in this area. originaly i thought this would only suit FPS, but the RTS side looks promising
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Post by betauser »

We integrate physX as soon as in it there will be a necessity. Or to version 1.0.

kneeride, to you to download a demo easier and to see alive.
www.neoaxisgroup.com/demo.htm
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Post by betauser »

Release NeoAxis Engine 0.32

- Particle System Editor
- TPS Arcade Demo. An example of realization TPS arcade game on a engine.
- Cut Scene Demo. Demonstration of creation cut scenes.
- UI System Demo
- Opportunity to limit as much as possible used version shaders. By means of a configurator.
- Work on videocards without shaders support
- Curves. Bezier, uniform cubic splines.
- Cameras. Static and moving on splines.
- Cut scene manager
- UI System: VideoBox. Support ogg theora video (while without a sound)
- UI System: EditBox
- Design methods in Logic Editor: copy/paste, drag and drop, multiselection
- Script Editor: Find and Replace
- Change of the video resolution in a configurator
- Gizmo more correct scaling and a step
- Character bug fixes and optimizations
- Various small additions, bug fixes and optimizations
- and an animated rabbit :)

http://www.neoaxisgroup.com

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Post by Wolfmanfx »

I have played a little ...very very nice :)
What have u done to speed up so much i mean in the last version i got aroun 60fps now it aroun 160~250fps.
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Post by betauser »

Release 0.33

The main additions:
- Physics Model Editor
- Crane Demo. Demonstration of complex physical constructions
- Tests of physical models. In directory Data\_PhysicsTests.

The full list of changes can be seen here:
http://www.neoaxisgroup.com/history.htm

Download a demo it is possible here:
http://www.neoaxisgroup.com/demo.htm

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Post by Wretched_Wyx »

I've quietly had my eye on NeoAxis for quite awhile now. It's of my opinion, that this will be a great engine for a variety of genres. As far as competing with Torque... I don't think there will be any competition once this reaches a mature state and more people get their hands on it. You're doing some very great work here, keep it up! And by all means betauser, keep us updated on the progress.
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Post by Evak »

I'll second the last poster. I've watched Torque since about 2001 with a weird combination of loathing and envy.

Loathing for the crappy art pipeline, and dodgy scripting language, rigid flakey tools.

Envy for the fact that they get their foot in the door through great marketing. And a fairly complete built in toolset.

Even at this early stage neoaxis beats in in many areas :) well done.
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Post by irrdev »

Licensing? What will it be? I hope that it is released *FREE* for use under Windows, including in commercial apps. I would, however, understand that there would be a subscriber fee for use in game consoles, like XBox via XNA. Great job, BTW! :wink:
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Post by eugen »

i bet there will be a price for commercial applicaitons under windows as well...by the way they develop to it and the features they add (and also the types of demo they did) i bet it would cost at least a couple hundred dollars...but could be more however

I dont know why would ppl thinkit will be free for commercial use?!
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Post by Evak »

I'll be surprised to see the engine working on 360 any time soon, since I imagine that will require a whole lot of work to get rendering on the console working correctly.
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Post by Game_Ender »

Well it would require they port all the native components of there engine to managed code. They use FMOD, ODE, and Ogre which are all native code. Axiom is Ogre in C#, just not as advanced so it will need updating. I don't know if the FMOD C# is wrapper or pure manged code, but I think its a wrapper. They would also have to find/write and integrate a new C# based physics engine. So it would be a lot of work.
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Post by Falagard »

They mention XNA on the 360 in their roadmap.
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Post by Game_Ender »

Well I guess I should read better, but they definitely chose and odd set of building blocks if they are going to be doing adding XNA support.
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Post by betauser »

NeoAxis Engine 0.34 released!

- Gui Editor
- Sound Demo
- Virtual channels management. Virtual channels allow thousands of channels to play on limited hardware/software. Sounds are swapped in and out according to 3d distance and priority.
- Opportunity to add new control types (by means of foreign dynamic linkable assemblies)
- Map Editor: Selection layers
- UI System: VideoBox (with sound support)
- Ogg Theora Video updated to 1.0 alpha7
- Depth Of Field (not finished)
- Flares
- Full screen antialiasing
- Posteffects management in a demo moved to menu
- The installer: Progress a bar during optimization
- Resource Editor: Correct renaming and copying of materials
- Bug fix: Crash program at minimization with active posteffects
- Bug fix: Sound System: Identical scaling of sounds remoteness at OpenAL and FMOD

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Post by SunSailor »

Mmh, in your GUI-Builder screenshot, you're having a video settings menu as an example. Why? As far as I know, changing the screen mode at runtime isn't possible with ogre yet, is it? Do you have a suitable workaround or have I missed some official ogre improvements?
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Post by betauser »

SunSailor wrote:Mmh, in your GUI-Builder screenshot, you're having a video settings menu as an example. Why? As far as I know, changing the screen mode at runtime isn't possible with ogre yet, is it? Do you have a suitable workaround or have I missed some official ogre improvements?
OGRE very well processes change video mode in runtime!
I did not notice any problems with this.
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Post by Wolfmanfx »

How do u this changing resoultion at runtime?
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Post by betauser »

Wolfmanfx wrote:How do u this changing resoultion at runtime?
use win32 ChangeDisplaySettings function and correct the size of a application window.
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Post by SunSailor »

betauser wrote:
Wolfmanfx wrote:How do u this changing resoultion at runtime?
use win32 ChangeDisplaySettings function and correct the size of a application window.
Ah, clever. Maybe this could be introduced in the ogre API in some way... As discussed here, this is possible with the window size only, changing screen depth or from or to full screen seems to need a whole shutdown of OGRE. How do you handle *this*?
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Post by betauser »

SunSailor wrote:
betauser wrote:
Wolfmanfx wrote:How do u this changing resoultion at runtime?
use win32 ChangeDisplaySettings function and correct the size of a application window.
Ah, clever. Maybe this could be introduced in the ogre API in some way... As discussed here, this is possible with the window size only, changing screen depth or from or to full screen seems to need a whole shutdown of OGRE. How do you handle *this*?
I did not have problems with change color depth.
Can be the matter is that I create a window itself and then attach OGRE to him.

Function RenderWindow::createRenderWindow with parameter "externalWindowHandle".
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Post by betauser »

NeoAxis Engine 0.35 Released!

- Scene management. Portal system of culling of invisible geometry. An opportunity to set zones and to connect their portals. Work in mixed indoor and outdoor to a scene. An opportunity to set occluders.
- Map Editor: Undo/redo support (Except for Logic Editor)
- FPSDemo (Only demonstration of zones and portals)
- Material: Per pixel lighting for three light sources in one pass
- Material: Bump mapping for three light sources in one pass. With specular texture and without.
- Material: Offset mapping for three light sources in one pass
- Diagnostics mode "FrustumTest". Allows to see cull objects behind the screen. To switch on it is possible through the menu "Debug".
- Mode of debugging drawing of zones, portals and occluders
- Gizmo: World and local transformations of objects
- Gizmo: Improved work a position mode
- Map Editor: More correct transform object at its creation
- Map Editor: Sound. Volume control.
- Map Editor: Modified flag. For display of dialogue about necessity of save of a map.
- Map System: Reception of objects on a screen rectangle now is faster
- Map System: Reception of objects by frustum
- Map System: The type "StaticSound", intended for simple creation of static sounds on a map is added
- Resource Editor: Opportunity to create a new empty material
- Vertical sync control
- Filtration control: Bilinear, Trilinear, Anisotropic 2-16x
- ListBox: Vertical scroll bar
- Gui Renderer: ClipRectangle for quad and texts
- GameGeneral: RespawnPoint renamed to SpawnPoint
- The object "WindMill", as an example of creation of dynamic physical objects is added
- The part of the documentation is written. She will be presented in SDK.
- Bug fix: Leaks in UI System at detach control from the parent
- Bug fix: Short-term playing of inactive static sounds at loading a map
- Bug fix: Map Editor: Error of start of simulation at just created map
- Bug fix: Physics Editor: Shapes Collection Editor: Impossible to create shapes.
- Bug fix: Map Editor: Correct calculation of objects in a layer

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Post by stoneCold »

Wow, very impressive.
I have to confess, that I didn't follow the status of the NeoAxis Engine permanently, but now I see THAT :wink: just great

PLUS: this is definately the best looking bump mapping I've seen in Ogre so far :wink:
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Post by cybereality »

Great work man. I'm downloading the demo now (I tried one of the older builds but have since deleted it). You got an amazing number of features working since the last update. This is looking very promising. I really hope you continue to support this product because too many of these type of projects seem to never make it 1.0.
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