NeoAxis 3D Engine 2.2 Released

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Postby GlobalExplorer » Thu Jul 19, 2007 10:02 pm

Let me be the next person to state that I found the demo very impressive.

Though I can program C++ and I am using Ogre with some success, I am myself more of a C# guy. Therefore I found betausers statement interesting: he said that C# development can be 2-10 times faster. That is my experience and I thought that was due to my crappy C++ skills, though its rather because of the speed and simplicity of the dotNET IDEs.

I was hoping for a hw accelerated graphics engine that lets me code in C# - preferably a game engine so I can work on a game and a serious project parallel, and NeoAxis is the most impressive I have seen (so far it had been the Piccolo toolkit which is unfortunately discontinued).

The most important advcie I can give to betauser is to work on the community and build up the trust people need before they invest in new technology. Technically, the engine has the potential to be a big success, and to me it looks like betauser has the skill and determination needed! Though I must say I would prefer if he found another developer to share the workload, one man projects have a bad rep.

I particularly liked the UI and how it works in fp!
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Postby GlobalExplorer » Thu Jul 19, 2007 10:05 pm

Is neoaxis rendering based on Ogre3d or Axiom?

Does that mean I can use every asset that worked in Ogre and it should work in neoaxis the same way?
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Postby Vectrex » Fri Jul 20, 2007 3:41 am

GlobalExplorer wrote:Is neoaxis rendering based on Ogre3d or Axiom?

Does that mean I can use every asset that worked in Ogre and it should work in neoaxis the same way?


It's his own wrapper to pure c++ ogre, he's a machine :D
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Postby Vectrex » Fri Jul 20, 2007 3:50 am

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


hehe, there's the first thing to do. For advertising I'd get a native english speaker to help you with press stuff :D I'd be happy to help and I'm sure other people here would also.
In regard to the v1.0 thing all you have to do is hide any unfinished features :) But I do like how it's NOT v1.0 because so many engines just to v1 WAY too early. It's a stupid rule of gamedev because look at ogre and how long that took. Any professional package knows when it should go to v1.
Also I'm a teacher at a games course and some of the students and I have decided to try and use NeoAxis for a project, I'm sure I'll have lots of questions soon ;)
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Postby GlobalExplorer » Fri Jul 20, 2007 11:09 pm

Vectrex wrote:
GlobalExplorer wrote:Is neoaxis rendering based on Ogre3d or Axiom?

Does that mean I can use every asset that worked in Ogre and it should work in neoaxis the same way?


It's his own wrapper to pure c++ ogre, he's a machine :D


Does that mean neoaxis is in no way related to the Axiom project? If a wrapper integrates Ogre that well into dotNet, theres probably no future for Axiom.

I think betausers versioning is very honest and very close to how I do.

In both my major projects I started at v0.1 then increment the version number by 0.1 for any major release and 0.01 for small fixes. Therefore I never got higher than 0.8, though stable and bug free. In one case my boss pushed me into releasing 0.8 as 1.0 just because he could stand my caution any more :)
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Postby betauser » Sat Jul 21, 2007 12:13 am

In NeoAxis it is not used Axiom. is used wrapper for the last version of OGRE.
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Postby Falagard » Sat Jul 21, 2007 1:13 am

If a wrapper integrates Ogre that well into dotNet, theres probably no future for Axiom.


Axiom has a future for anyone that wants an engine written entirely in C#, perhaps because they want to be able to customize it without using C++. Also, there's the fact that theoretically it'll run on XNA on the 360. Sorry to be off topic, but just responding to the comment.
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Postby betauser » Thu Aug 16, 2007 3:11 am

NeoAxis Engine 0.46 released!

www.neoaxisgroup.com

Main changes:
- StaticGeometry: Opportunity to move, rotate and scale objects. An opportunity to work by means of gizmo. Various additional options.
- ShaderBase material: 4 diffuse textures, texture animations, clamping, choice of texture channels
- Sky domes
- WaterPlane: Reflections (simple method), fog, splashes
- Sound System: Opportunity of reception of a sound from a microphone
- Many bug fixes

see full change log here:
http://www.neoaxisgroup.com/history.htm

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Postby Virion » Thu Aug 16, 2007 8:47 am

wow :o
lots of cool effects.
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Postby betauser » Fri Sep 14, 2007 4:34 am

NeoAxis Engine 0.47 released!

www.neoaxisgroup.com

Main changes:
- Decorative objects. The new tool for rendering a plenty of simple objects. This object is convenient for creation of a grass, bushes and other simple objects.
- Entity extended properties. Extension of Entity System. An opportunity to add various properties to entities and to set up them.
- TankDemo
- Example of realization of a vehicle (on an example of the tank)
- Animations blending
- The tool for automatic alignment of objects
- High level materials updates
- PhysX physics system optimizations
- Many bug fixes

see full change log here:
http://www.neoaxisgroup.com/history.htm

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Postby dudeabot » Sat Sep 15, 2007 1:06 am

hello

where is the tank demo, couldnt find :? what nunmber is it

other than that, congrats =)

you work is very impressing, the only problem i had was a somewhat slow framerate on the crate demo
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Postby betauser » Fri Oct 05, 2007 12:47 pm

NeoAxis Engine 0.5 released!

www.neoaxisgroup.com

Main changes:
- Conditions of licensing are changed. The prices and structure of licenses have changed. Now licenses differ by functionality.
- Problems of working of the engine on the some ATI cards in Direct3D are fixed
- ShaderBase material: Support ps_2_0 or above (Earlier ps_2_a or above).
- DirectSound system implemented
- Support of file archives. The interface for creation of new types of file archives. Zip archives support.
- Dynamic parameters in gpu programs
- Many bug fixes

see full change log here:
http://www.neoaxisgroup.com/history.htm
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Postby deficite » Sat Oct 06, 2007 5:09 am

You added DirectSound and removed OpenAL? You do realize that Vista doesn't have support for hardware sound via DirectSound, right?
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Postby betauser » Sat Oct 06, 2007 10:29 am

Yes. I had problems with performance of OpenAL (Always software mode on some cards). Therefore was implemented DirectSound.

It is a pity, that DirectSound has lost Hardware support on Vista.
Strange politics :|

For Vista it is used new API - Windows Audio Session API.
Possibly, In the future I to make one more sound system(XXXSoundSystem.dll) for Vista.
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Postby master123467 » Tue Oct 23, 2007 12:47 pm

or use fmod
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Postby nikki » Tue Oct 23, 2007 1:11 pm

Or, describe the sound effects in a text file, and tell the player to imagine them in his head while playing. :)
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Postby GameProducer » Fri Oct 26, 2007 6:24 am

NeoAxisEngine looks nice, how many guys there are behind the project (or is it only one man's show? :))
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Postby betauser » Fri Oct 26, 2007 6:54 am

Hi,

We have one developer and one art-man (Evgeniy Yakhin).
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Postby eugen » Fri Oct 26, 2007 1:05 pm

is amazing what u can come up with having such small team!
Congratulations!
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Postby betauser » Mon Nov 05, 2007 11:50 am

NeoAxis Engine 0.51 released!

www.neoaxisgroup.com

Main changes:
- Depth shadow mapping. Soft shadows. Self-shadowing. Correct shadows from alpha test objects. Correct shadows from Vegetation material.
- Normal mapping for terrain
- Many little changes
- Many bug fixes

see full change log here:
http://www.neoaxisgroup.com/history.htm

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Postby CoreDumped » Sun Nov 18, 2007 11:38 pm

just downloaded your demo and tried it.

looks amazing.

especially the doom engine like 3d ui
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Postby betauser » Mon Nov 19, 2007 1:33 am

Thanks!
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Postby betauser » Tue Dec 04, 2007 6:09 pm

NeoAxis Engine 0.52 released!

www.neoaxisgroup.com

Main changes:
- Static lighting manager. Lightmaps support. Integrated tool for lightmap calculation (at present only HeightmapTerrain is supported).
- The interface for implementation another calculation algorithm of static lighting
- Scene Management: More exact and faster scene management for generation of shadow textures
- Optimizations
- Bug fixes

see full change log here:
http://www.neoaxisgroup.com/history.htm
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Postby betauser » Wed Jan 09, 2008 7:58 pm

NeoAxis Engine 0.53 released!

www.neoaxisgroup.com

Main changes:
- Static lighting: Static geometry support. Irradiance volume for dynamic objects.
- Beautiful water shader
- Better culling for spot light sources
- Shadows working is improved
- Weapon animation
- Bug fixes

see full change log here:
http://www.neoaxisgroup.com/history.htm

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Postby my.name » Wed Jan 09, 2008 8:06 pm

молодец. а шейдер водички твой? мона его беÑ
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