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Re: NeoAxis Engine
[Re: Machinery_Frank]
#152291
09/07/07 09:13
09/07/07 09:13
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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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
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Re: NeoAxis Engine
[Re: ello]
#152292
09/07/07 09:21
09/07/07 09:21
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Potsdam, Brandenburg, Germany
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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.htmAt the end this looks promising and the 10.000 $ issue is no issue at all, try to be objective!
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Re: NeoAxis Engine
[Re: Frederick_Lim]
#152294
09/07/07 10:07
09/07/07 10:07
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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.
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Re: NeoAxis Engine
[Re: lostclimate]
#152296
09/07/07 17:15
09/07/07 17:15
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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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 
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Re: NeoAxis Engine
[Re: lostclimate]
#152298
09/07/07 17:47
09/07/07 17:47
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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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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.
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Re: NeoAxis Engine
[Re: Machinery_Frank]
#152299
09/11/07 00:19
09/11/07 00:19
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
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Netherlands
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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
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Re: NeoAxis Engine
[Re: PHeMoX]
#152300
09/11/07 08:08
09/11/07 08:08
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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:
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! 
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