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Re: NeoAxis Engine
[Re: Frederick_Lim]
#152283
09/06/07 15:40
09/06/07 15:40
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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What do you mean? You can develop commercial games with it if you like to. Just look here: http://www.neoaxisgroup.com/services.htmThe engine looks nice and is based on Ogre. The only thing I am missing: lightmapping. Did you look at the demo? There are no lightmaps, everything is bright and clear. There are a few dynamic shadows but this is not enough to create realistic scenery. Edit: I found this at the roadmap of Neoaxis: ... - Shadows for HeightmapTerrain and ShaderBase materials. - Map Editor: Integrated lightmaps calculation utility (Global Illumination) So I think light-maps are the next step and could lead to a very competitive engine then.
Last edited by Friendly_Frank; 09/06/07 17:47.
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Re: NeoAxis Engine
[Re: Damocles]
#152287
09/06/07 20:22
09/06/07 20:22
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Quote:
10000$ for a commercial licence, and the engine looks like that
I think we should not be too harsh with it. It is still not finished (V 0.4x) and only very big companies have to pay so much money. An indie license is only 100$ and you can make a commercial game with up to 5 team members.
And keep in mind: the maker of this project is only one single person. So it is an amazing result currently. I admire his skills and efforts.
We all know that Ogre is a good engine, Ankh, Jack Keane and many new projects are based on it.
But I agree with you, it needs better demo, better artwork and presentation. And it needs light-mapping.
Hey, I know at least one engine also coming without decent tech-demo 
Last edited by Friendly_Frank; 09/07/07 06:58.
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Re: NeoAxis Engine
[Re: Damocles]
#152290
09/07/07 07:07
09/07/07 07:07
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Again, it is Version 0.4x But he answers almost all questions in the forums.
You have to start anywhere. A company can grow after an initial success. But we all start small. Most of our projects are one-man-shows. The only way to overcome this: we could support each other.
And to be honest: I am willing to help such people. I see great potential in his efforts and it would be a shame to beat such a talent down.
I often wondered why nobody starts to create a great tool-set around Ogre or around Irrlicht. Rabcat started to make something for Irrlicht but it never became public. Many companies made tools for Ogre (e.g. Deck13 for their well-known games) but they made it only for themselves, no public tools.
This is the first time I see a really promising approach. At last a few artists can lay their hands on Ogre bundled with collision, scene-management, AI, sound and physics. I never could achieve that myself at least not in a short time.
With all this knowledge in the back I appreciate and admire his work the same as I appreciate the work of the Irrlicht-maker, Conitec or GarageGames.
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