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Re: NeoAxis Engine [Re: Machinery_Frank] #152301
09/11/07 15:08
09/11/07 15:08
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

But lets try to be honest and objective: How
many games did you publish in all the last years? I mean commercially
published. I did not publish one single game in several years. I do not care if I pay per project or not.




That's not objective at all, in fact you couldn't have been more subjective actually... you said "you didn't care".

NeoAxis doesn't allow me to commercially publish more than one project per license. So, I would probably have to change strategies and work on just one commercial project instead of several. It's limiting and considered the price of both the cheapest and most expensive version of 3dgs, quite a ridiculous consideration.

Besides, and that's why you're not objective at all, it's about the price per project with the NeoAxis engine, not about how many projects I've ever published with 3dgs. If I would spend 100$ on a license for one project I'd really change my strategy.

Quote:

My dream project will take away 3-5 years or even
more, I have to get the technology that survives 5 years and uses modern
techniques, so I have to choose very wise.




A wise man once said that it's impossible to outrun trains, ...when you don't have a train of your own.

5-year old tech can never be modern. Developers like id Software and Epic keep on improving their engines whilst making their games. The games will be up to date once they're released because of that, not because they made an engine and it survived 5 years. No engine survives 5 years of technical improvements by the competition.
I'm not sure if you meant this, but what we as small developers really need, is an engine that simply exists for at least 5 years.

The 3dgamestudio engine is in a different league than the Unreal 3 engine and none of us pretends it to be otherwise. I'm getting tired of your 'fanboy' accusations too by the way.

In other words, if I would have wanted to make Unreal 4 or Quake 5, I wouldn't have bought this engine.

Quote:


But that is just my personal meaning. If you want to create another Tetris
clone, Bejeweld 4 and Zelda2d then there is no problem, just go for it and make
that game, stop posting comments and make your game, go go go!




No, you should stop posting things like 'stop posting comments' and find an engine you do like. No, really, I mean it. It's crazy that we even have discussions like this. We both know 3dgs' advantages and disadvantages.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: NeoAxis Engine [Re: PHeMoX] #152302
09/11/07 16:25
09/11/07 16:25
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
This turns into a personal debate like always when you start to comment my posts. So I will ignore and not comment them.

I will inform a moderator to delete this. It is really sad that you do not stop that.


Models, Textures and Games from Dexsoft
Re: NeoAxis Engine [Re: Machinery_Frank] #152303
09/12/07 05:25
09/12/07 05:25
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
I got the message and locked the thread, but it seems it was false move since there was some complaints, sorry for the inconvenience.

Please stay on-topic and behave, thank you.


"Yesterday was once today's tomorrow."
Re: NeoAxis Engine [Re: Inestical] #152304
09/12/07 08:00
09/12/07 08:00
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Thanks Inestical for the fast response. I appreciate that.


Models, Textures and Games from Dexsoft
Re: NeoAxis Engine [Re: Machinery_Frank] #152305
09/18/07 00:06
09/18/07 00:06
Joined: Dec 2006
Posts: 4
A
Atlantis_Curry Offline
Guest
Atlantis_Curry  Offline
Guest
A

Joined: Dec 2006
Posts: 4
"You just do not get source code."
In fact, you do. I wrote the sales and they said the sdk for the freeware is the one for indie.

I just took a look at the demo last night. They have quite a few very nice features in this engine. They have realtime mirrors, I could watch my character move about on a tv screen, a lightball that you could move around (light moves), some good normal and bumpmapping, fire a gun over the water and it splashes, watching two factions go to war, good physics.

They are going to be working on putting in static lighting and automatic grass.

I agree, lighting is very much what is needed for this engine to make much better level design.


Last edited by Atlantis_Curry; 09/18/07 02:59.
Re: NeoAxis Engine [Re: Atlantis_Curry] #152306
09/29/07 12:35
09/29/07 12:35
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Tried their Tank Demo :
So fun
Tank you control with physics, fire a house : it burns, fired again it is destroyed, fire an elicopter to destroy it , also static ennemies,
all runned really really smooth and well.

they are not designers but coders and what have been done was great:
simple game logic ,simple advanced particles etc ...
even simple game , it had some good fun


Tried the terrain demo, with physic objects reacting well in water ,
simple mirror water, tried their world map editor and terrain multitexturing
tool, complete like i want

Wile my conclusion : complete power , smooth/fast engine with good tools.

If anyone could test :
- import models with normal/specular maps
(even simple things for test purpose) from some free modeling software or low price ones ?

- test of game logic and dig the code : main loop / state for each object called every frame ?
- easy to program functions ?
- does it have simple maths functions for very usefull things like :
turn this object to that direction or to that object by 5 degrees ?

It's a great Next Gen engine indeed
with all great things you don't have in some indie engines :
glow, normal/specular directly easy to apply, HDR , physics simply , etc ...
all unlimited.
aND the engine is really smooth/powerfull for what i've tested and it even didn't used any LOD

For price ? don't know , but i think won't be cheap

Re: NeoAxis Engine [Re: TheExpert] #152307
10/01/07 03:41
10/01/07 03:41
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Frederick_Lim Offline
User
Frederick_Lim  Offline
User

Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
I see NeoAxis use logic system, is it similar to 3DGS scripting? If so do I need the SDK?

Re: NeoAxis Engine [Re: Frederick_Lim] #152308
10/01/07 18:42
10/01/07 18:42
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
You'll use C#a very easy language, as easy as Basic , but with big advantage of Object Oriented Language

For usefull maths functions i don't know if they have them ?
I think yes perhaps !
For collision if yiou use their Physic engine , it can be handled directly perhaps ?

I don't know if license is really for indie lonewolves ? 150 Eur possiblity ?

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