Neoaxis engine
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Have you ever tried NeoAxis engine ?
It use Ogre as rendering engine and C# as programming language so it should be built on solid foundations
It looks quite nice and its editors are very capable.
But the missing / changing license is something that bothers me.
Especially the words "free upgrade to NeoEngine 1.0" bother me.
we were discussing this last night. Neoaxis is VERY nice but its art pipeline is weaker than pure Ogre with Ofusion. Saying that it's quite rapid in terms of development speed.
I had pretty much zilch use of C# before I used neoaxis, but I had a demo like Aerial Antics written in a mater of hours. (It was based on the FPS demo with the gun shooting at the aliens etc) but from that I coded hover routines, including hovercraft, the jetpacks, and cool new weapons in literally hours.
All I can say is give it a go.
Neoaxis is a work in progress, and is changing pretty rapidly.
ON a whole though I would say nothing beats using pure Ogre and Ofusion. (Ogre in max is going to be nice too ;-) )
As Evak was saying to me last night, Ofusion alows him to click multple objects and modify them all at once whereas Neoaxises editors need you to click each item and set up their properties one by one- including collision meshes.
IE in Neoaxis' editor, you load a mesh, and if you want a collision with this mesh you have to set up either a spherical one or load the mesh a second time as a collision mesh and attach the two. This was the time consuming part.
Had a look at this, too. Sounds great but I decided to wait for Flow.
Btw, Cygnus, did you get my email?
IE in Neoaxis' editor, you load a mesh, and if you want a collision with this mesh you have to set up either a spherical one or load the mesh a second time as a collision mesh and attach the two. This was the time consuming part.
Why on earth can't it use the same mesh for collisions?
Thanks
is it reasonably stable even if a work in progress
Can you finish at least a small game ?
I like neoaxis to a point. But the resource editor requires you to load up each mesh seperately and give it all its parameters one mesh at a time. Thats extremely tedious if you have a lot of unique scenery and gameplay pieces and there are so many functions to sift through its a royal pain.
I've already suggested to the author that some kind of parser for the two popular scene formats be provided for people whos exporters support them. I use 3dsmax and in that you can make multiple selections and add common functions like cast, recieve, static geometry groups, static geom ranges, edge lists and what have you globaly to your selection.
He seemed quite interested and maybe it will happen further along the road. Neoaxis is only at 0.51 and other than being somewhat tedious setting up your meshes, the main map editor is pretty nice, and there is a new update at least once a month.
If he finaly gets it working of the 360 like he originaly intended, I'd definately consider using it should there be an opportunity to get a game published on xbox live arcade.
@Jake,
Yup, I'll go over it in the morning now, being as its 2am here. :-)