Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
5 registered members (Dico, AndrewAMD, TipmyPip, NewbieZorro, Grant), 15,253 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: NeoAxis Engine [Re: Machinery_Frank] #152291
09/07/07 09:13
09/07/07 09:13
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
Quote:

Quote:

10000$ for a commercial licence, and the engine looks like that




I think we should not be too harsh with it.




well, i think we should be harsh with it.. just imagine 10000$ for 3dgs commercial license.. what a joke

Re: NeoAxis Engine [Re: ello] #152292
09/07/07 09:21
09/07/07 09:21
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
That is right but do you get full source code of 3dgs com or pro?

If nobody buys this edition then he might even drop the prize. At the
moment you can buy it for 100 $ and this version is more comparable to
com than the expensive one. He did not cut the 100 $ version. You just
do not get source code.

So it is even cheaper than 3dgs com. But again: It still lacks
shadowmapping and therefore I would not compare it at the moment.
Just wait for version 1.0 with shadowmapping (global illumination) and
multi-threading, optimized scene-management, LISPSM shadows, HDR, more
shaders, better terrain-editors (holes in terrain, foliage painting)
and much more:
http://www.neoaxisgroup.com/roadmap.htm

At the end this looks promising and the 10.000 $ issue is no issue at
all, try to be objective!


Models, Textures and Games from Dexsoft
Re: NeoAxis Engine [Re: Machinery_Frank] #152293
09/07/07 09:47
09/07/07 09:47
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...
There is always some emerging engine come out all the times. Unless Conitec stop develop 3DGS, otherwise I think we will still 1 or 2 step ahead when it becomes 1.0

Re: NeoAxis Engine [Re: Frederick_Lim] #152294
09/07/07 10:07
09/07/07 10:07
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
I hope so as well, Frederick. But then we should put holes at terrain, HDR, multi-threading and other features at the future list.

But time will tell.


Models, Textures and Games from Dexsoft
Re: NeoAxis Engine [Re: Machinery_Frank] #152295
09/07/07 16:55
09/07/07 16:55
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
why are people complaining about shadowmapping, just bake shadow., or are you talking about dynamic?

Re: NeoAxis Engine [Re: lostclimate] #152296
09/07/07 17:15
09/07/07 17:15
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
Hi Lostclimate,

dynamic shadows are available, stencil and texture projection and all those shadow methods from Ogre.

Light-mapping (or shadow-mapping) in Neoaxis is planned to become an automatic tool just like Gile(s) or the shadow-compiler in WED. It is planned to create shadows via global illumination with just pressing a button. The geometry will occlude light and calculate shadows.

But as you probably know you have to add shadows on top of your current textures. But when you have tiling textures you will get into problems because shadows should not tile over your geometry. So it is often solved via an additional uv-set.

Baking shadows is only acceptable in small models. But if you bake a shadow on top of a texture in a complete big room then you need big monster textures to have some visible details. So the developers try to use an uv-set with tiling textures for details and another un-tiled for shadows.

This is a similar concept like detail-mapping but the other way around.

But just like in MED or Torque Constructor you should not care about it. Just place some lights and render shadows and enjoy


Models, Textures and Games from Dexsoft
Re: NeoAxis Engine [Re: Machinery_Frank] #152297
09/07/07 17:36
09/07/07 17:36
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
so the neoaxis engine doesnt have the ability to use a second uv set either? when will engine creator realize that that is something that is really in high demand?... gah.... when I said dynamic, I was talking about dynamic lightmapping, not just dynamic shadows, (similar to what matt does with sphere)

Re: NeoAxis Engine [Re: lostclimate] #152298
09/07/07 17:47
09/07/07 17:47
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
I am not absolutely sure about it. I know that some Ogre-projects like the ones from Deck 13 use a second uv-set for shadowmapping. So it might be that Neoaxis also can do it this way.

But the developer tries to create a very convenient and handy studio. So he wants to integrate a lightmapper in the next version.


Models, Textures and Games from Dexsoft
Re: NeoAxis Engine [Re: Machinery_Frank] #152299
09/11/07 00:19
09/11/07 00:19
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

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

That is right but do you get full source code of 3dgs com or pro?

If nobody buys this edition then he might even drop the prize. At the
moment you can buy it for 100 $ and this version is more comparable to
com than the expensive one. He did not cut the 100 $ version. You just
do not get source code.

So it is even cheaper than 3dgs com




It's not cheaper than 3dgs com, you'll have to pay the 100$ for every game project you commercially release...


* License to develop one commercial project
* Team size must be less then or equal to 5
* Project budget must be less then $100000
* Free upgrade to NeoAxis Engine 1.0


Because of that, it would be an engine not even worth trying out if it doesn't really surpass 3dgs and isn't even finished yet. But off course that's my personal opinion. I think it's justified to be both critical and skeptical about this engine when it's creator asks 10000$ for an unfinished product, or 5000$ or even just 100$ for each commercial project you wish to sell. Sure, there seems to be progress, but still...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: NeoAxis Engine [Re: PHeMoX] #152300
09/11/07 08:08
09/11/07 08:08
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
Quote:

It's not cheaper than 3dgs com, you'll have to pay the 100$ for every
game project you commercially release...





That is true in a theoretical way. 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. 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.

Neoaxis is just in the beginning and not finished. There is really no need to
compare it with a long-time commercial engine. But be honest and look at the
huge amount of bug-reports for A7 (multiplayer, compiler, templates, FBX-import
and much more). A7 is also not finished, by far not finished. But I hope that
Atari invests in the future some money for additional programmers. That might
shoot 3dgs forward.

I also see much potential in Neoaxis. My only critic is the lack of
shadowmapping but I realized that Ogre can use a second uv-set and thus can
also render shadowmaps on top of your textures.

MED and MDL still does not support a second uv-set. A user called Ventilator
had to create a plugin to make that available in DirectX. We have to use 2
models to extract both uv-sets. And there is still only a FFP to combine both
sets, not modern shaders.

I am not a fan of Neoaxis and I am not a fanboy of 3dgs. I just want to be
fair. I mention clear facts, problems with both sets (e.g. missing tutorials at
Neoaxis) and I try to see the advantages / disadvantages.

3dgs has much potential as well, if all forecast features will be built in plus
new features like HDR, postprocessing effects (e.g. depth of field), second uv-set, scripting without
pointers, improved tools and real-time editor.

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!


Models, Textures and Games from Dexsoft
Page 2 of 3 1 2 3

Moderated by  aztec, Blink, HeelX 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1