Search Home Members Contacts
About Us
Products
Downloads
Community
Support
Pages: [1] 2
  Print  
Author Topic: NeoAxis Engine  (Read 15279 times)
MezimMaster
Community Member
*
Posts: 1


« on: September 06, 2007, 08:07:51 AM »

TV3D vs NeoAxis Engine
http://www.neoaxisgroup.com

I have found it on devmaster.net.
The demo is great! Very impressive work!

See screenshots here:
http://www.neoaxisgroup.com/screenshots.htm

All features in the demo are built into the SDK and
are very easy to add to your own games.
By the way you can download SDK and look at this!
Logged
DarkLord
Customers
Community Member
*****
Posts: 80


« Reply #1 on: September 06, 2007, 08:48:07 AM »

looks good, just tried the demo, was very disspointed, the demo was just a firework scene?? and how is that impressive :p
Logged
sybixsus
Customers
Community Member
*****
Posts: 1339


WWW
« Reply #2 on: September 06, 2007, 10:06:34 AM »

I've love to see just one screenshot in NeoAxis which demonstrated good lighting. Every screenshot I've ever seen of it has horrible flat lighting. I don't even mean per-pixel lighting, just something which shows some evidence of proper lighting.
Logged
JukkaKevät
Customers
Community Member
*****
Posts: 182


« Reply #3 on: September 06, 2007, 10:07:19 AM »

The tools to control different assets look clean and useful.

For the graphics... well, it uses OGRE, right?

----------
www.studiohorisen.com
Logged
darkforever
Customers
Community Member
*****
Posts: 126


« Reply #4 on: September 06, 2007, 05:47:39 PM »

Seems like a good combination of different libraries, i'm sorry that it is just for .net. Unlike tv3d this is much more like a game engine. And about lighting it depends on your implementation, since it uses ogre for rendering i dont think that there is a problem.
Logged

Ghost
Community Member
*
Posts: 49


WWW
« Reply #5 on: September 07, 2007, 03:40:37 AM »

I tried out the demo a while ago and i was also very impressed. There's so much different stuff to do in the demo and i just love those Doom 3 style consoles.  Cool

It would be cool if we had a demo like this for TV3D. 
Logged

DarkLord
Customers
Community Member
*****
Posts: 80


« Reply #6 on: September 07, 2007, 10:16:52 AM »

^^
hmm... I tried the demo and experienced nothing but particle effects, what else did the demo have?
Logged
Prezadent
Community Member
*
Posts: 2


« Reply #7 on: September 09, 2007, 08:06:26 PM »

^^
hmm... I tried the demo and experienced nothing but particle effects, what else did the demo have?

You need to click 'RUN' Smiley  If that doesn't work for some reason, press escape and load the first map in the list.  When you exit that map you should be in the main hall.

I use NeoAxis and decided to check out some other engines.  I must say I am disappointed that TV3D doesn't have a similar tech demo.

Here are some screenshots
http://www.neoaxisgroup.com/screenshots/
Some are old, run the demo.
Logged
DarkLord
Customers
Community Member
*****
Posts: 80


« Reply #8 on: September 10, 2007, 04:19:23 AM »

I'll try that, but I only saw a flicker of a GUI - doesnt fill me with much confidence if their tech demos dont even work properly on my machine.
Logged
Prezadent
Community Member
*
Posts: 2


« Reply #9 on: September 10, 2007, 11:39:16 AM »

Do you have .net installed?

Maybe open the map editor and load a map and run it.
Logged
DarkLord
Customers
Community Member
*****
Posts: 80


« Reply #10 on: September 10, 2007, 02:34:05 PM »

yep, I am using TV3D with C# and .NET so I have all the bits and bobs needed Wink

I'll have another go later and see if I can get it to run, but it should not be this difficult to get a tech demo running  Huh
Logged
Leon_
Customers
Community Member
*****
Posts: 65


WWW
« Reply #11 on: September 12, 2007, 03:11:21 PM »

I've love to see just one screenshot in NeoAxis which demonstrated good lighting. Every screenshot I've ever seen of it has horrible flat lighting. I don't even mean per-pixel lighting, just something which shows some evidence of proper lighting.



Although not seen in this image in that same room you can enable per pixel lighting. 64-bit HDR lighting is already implemented.

Propably on the next release (releases are coming approximately every month) lightmapping and correct dynamic texture based shadowmapping (including self-shadows) will be implemented.

As Neo Axis wraps Ogre3D for the rendering it has a solid base, in my opinion.

I find Neo Axis as already stated more of a game engine and can't be compared directly with TV3D (I'm using for the last months the 6.5 release) which is more of a library.

But you should really check the art pipeline of Neo Axis. That resource editor is really awesome and completely dynamic (check it to see what I mean).

Best regards,
« Last Edit: September 12, 2007, 03:14:03 PM by Leon_ » Logged

sybixsus
Customers
Community Member
*****
Posts: 1339


WWW
« Reply #12 on: September 12, 2007, 03:35:45 PM »

Yes, that's a good example of what I meant about bad lighting. Apart from specular highlights everything seems to receive the same amount of light, regardless of whether it's per-vertex or per-pixel. Sure, they can dress it up with glowing, bump mapping and particle effects but when you can't get the basic scene lighting right, it just puts me off.
Logged
Brac
Customers
Community Member
*****
Posts: 367


« Reply #13 on: September 12, 2007, 04:48:58 PM »

I played around with NeoAxis a bit and although it looked very appealing to me at first glance, it turned out to be pretty overdone imho.
Actually i don't see those All-In-One GameEngine solutions win any ground anytime soon.
Everything pretty much depends on the provided tools, and when you're done with creating your scene you're facing a whole lot of spaghetti code to get it all to work.
I put this engine on the same shelf as Blade3D and Visual3D.net, which are both also very overdone and utterly complicated in my eyes.
From a developers point of view those packages are far too bloated with stuff you'll never going to need (or will have to overwrite/extend using the API).

It's much like the concept of Unreal3, where the tools are great, but the code is literally horrifying.
Logged
ovek
Community Member
*
Posts: 385


« Reply #14 on: November 13, 2007, 01:48:15 PM »

oh damn i just tried the demo.. is this really as good as it seems??
Logged
ovek
Community Member
*
Posts: 385


« Reply #15 on: November 13, 2007, 01:49:12 PM »

is it true its only about a year old?
Logged
Albertus
Community Member
*
Posts: 28


« Reply #16 on: December 16, 2007, 07:01:14 AM »

I tend to agree with Bac
Nothing is more user friendly than a simple list of functions and a moderate use of classes
Even though I am using 3DGS on regular basis, mainly because of the game editor, TV3D is really the number one as far as game architecture is concerned
 
Logged
betauser
Community Member
*
Posts: 1


« Reply #17 on: October 08, 2008, 04:55:37 PM »

Hi here,

Some new screenshots from new NeoAxis Engine release.

Also you can see updated website with a lot of featured projects:
www.neoaxisgroup.com



Logged
JJDeep301
Community Member
*
Posts: 3


« Reply #18 on: October 10, 2008, 08:04:49 PM »

Nice screens...much better than previous in terms of lighting quality and what not.
Logged
sybixsus
Customers
Community Member
*****
Posts: 1339


WWW
« Reply #19 on: October 10, 2008, 08:25:14 PM »

Agreed. Those are the first two screens I've seen which show some proper lighting. That's much more like it.
Logged
Pages: [1] 2
  Print  
 
Jump to:  

Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks