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NeoAxis Engine #152281
09/06/07 13:28
09/06/07 13:28
Joined: Sep 2007
Posts: 1
S
Shokovit Offline OP
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Shokovit  Offline OP
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S

Joined: Sep 2007
Posts: 1
NeoAxis Engine
http://www.neoaxisgroup.com

I have found it on devmaster.net.
I have played a little ....very very nice!

Information about engine:
http://www.neoaxisgroup.com/description.htm

You can download full SDK and play it!

Re: NeoAxis Engine [Re: Shokovit] #152282
09/06/07 15:34
09/06/07 15:34
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Frederick_Lim Offline
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Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Quote:

Projects can be distributed as freeware




No Thanks!

Re: NeoAxis Engine [Re: Frederick_Lim] #152283
09/06/07 15:40
09/06/07 15:40
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
What do you mean?

You can develop commercial games with it if you like to. Just look here:
http://www.neoaxisgroup.com/services.htm

The 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: Machinery_Frank] #152284
09/06/07 18:38
09/06/07 18:38
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
10000$ for a commercial licence, and the engine looks like that then:



Re: NeoAxis Engine [Re: Damocles] #152285
09/06/07 18:53
09/06/07 18:53
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
that's still not very stunning... as frank said, the lightings is somehow missing.

Re: NeoAxis Engine [Re: Joey] #152286
09/06/07 19:00
09/06/07 19:00
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
Even if the engine can make beter shots, they should not put
such an ugly screenshot into their product advertisement.

Re: NeoAxis Engine [Re: Damocles] #152287
09/06/07 20:22
09/06/07 20:22
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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: Machinery_Frank] #152288
09/06/07 20:40
09/06/07 20:40
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
the tools indeed look great, didn't know it was from a single person.

Re: NeoAxis Engine [Re: Joey] #152289
09/06/07 21:46
09/06/07 21:46
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
If it is from just one person, I would not expect a extraodenary support and
high update speed...
If your company relies on a constant continuing development of the engine, this is not
really a plus.

Re: NeoAxis Engine [Re: Damocles] #152290
09/07/07 07:07
09/07/07 07:07
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
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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