Neoaxis Engine Demo For Mac

 

Betauser wrote:Major Update for the NeoAxis Game Engine (0.84) Today the NeoAxis Group released a major update for their NeoAxis Game Engine. The set of new features and the numerous improvements make it even easier for developers to produce high-quality applications and games. The changes in the new version enhance the graphics quality, e.g. Improved shadow quality. At the same time the overall performance is increased by over 25% and the loading times are significantly reduced. The new exporter supports now Autodesk Maya, morph animation and has a ton of new features helping artists working with the NeoAxis Game Engine. For a full list of changes and improvements please visit: The NeoAxis Group encourages everybody to take a look at the FREE Non-commercial SDK at:.

Visit the forums at:. The NeoAxis Game Engine is a complete integrated development environment for creating interactive 3D graphics including 3D virtual worlds, AAA games, and realistic simulations.

Take a look at the projects using the NeoAxis Game Engine: Awesome! You are unstoppable - totally. Now you only need to conquer the other platforms. We glad to present new version of NeoAxis Engine (0.85). The has releases a new version of it's. The new features are among others support for 3Dc texture format, automatic generation of True Type fonts, better Stencil Shadows and an update for the web player to version 1.2.

Additionally the exporters are enhanced and now support blending skeletal and morph animation. You can see the full list of new features here: For the next release the we plans to release MaxOSX support and implementation of parallel split shadow maps. PS: You can download modified OGRE sources and use sources for your projects as reference. As example i think 3Dc texture implementation will be interesting. We glad to present a new major version of NeoAxis Game Engine. The NeoAxis Game Engine is a complete integrated development environment for creating interactive 3D graphics including 3D virtual worlds, AAA games, and realistic simulations. Major changes since last release: - Parallel-Split Shadow Map (PSSM) technology has been added.

Full support of point light shadows. Shadows are based on cubemaps now. Web Player 1.3. Networking support.

Binaries for 64-bit systems. Visual Studio 2010 and.NET 4.0 support. Advanced GUI features. 3dsMax and Maya 64-bit versions support. 3dsMax 2011 support. Maya 2011 support.

COLLADA mesh format support. For a full list of changes and improvements please visit: Look NeoAxis 0.9 teaser on youtube: The NeoAxis Group encourages everybody to take a look at the FREE Non-commercial SDK at: You can show screenshots in fullsize here.

NeoAxis Group is pleased to announce that new version of its all-purpose 3D game engine NeoAxis 1.2 was released. New version features numerous enhancements in different areas, including new tools in Map Editor and Resource Editor, extended localization support, ability to directly import new 3D file formats, full support for Intel HD Graphics integrated videocards, new post-processing effects (Depth of Field, God Rays and other), performance optimizations, bug fixes and more. Read more: youtubey7853zBwaEs/youtube. NeoAxis 3D Game Engine 1.3 Released! NeoAxis Group informs that its all-purpose 3D game engine NeoAxis Engine was updated to the version 1.3. New version received a number of new features along with changed license terms for a Source Edition of the engine.

Full news: Main New Features Screen Space Ambient Occlusion effects has been added. SSAO is a real-time rendering technique that is widely used for effective approximation of Ambient Occlusion in CG. SSAO in NeoAxis is implemented as a post-processing effect, has many adjustable parameters for fine-tuning and allows to maintain the best balance between performance and image quality. Heightmap Based Terrain Improvements. Maximum height map resolution is increased from 1024x1024 to 4096x4096 pixels (16 times bigger resolution).

This become possible due to significantly reduced memory consumption. Support for terrain Level of Detail (LOD) has been added, resulting in increased terrain rendering performance.

Terrain LODs in NeoAxis is based on 'Continuous Distance-Dependent Level of Detail for Rendering Heightmaps' (CDLOD) technique implementation. Lens Flare Manager — new object to simplify the creation of camera lens flares effects. Platformer Demo with 2D physics — new map has been added to the NeoAxis SDK. New demo map shows the example of platformer-like game with 2D physics.

Pathfinding Demo — new map has been added, demonstrating the pathfinding based on Navigation Mesh technology. SceneBox — new type of control has been added to the NeoAxis GUI System. SceneBox is a control with the ability to draw 3D scene within. Models, effects and other supported entities can be added to it via the Resource Editor or be managed through the game code. This class is convenient for the output of a simple scenes.

For example, a garage scene with a choice of a car in an auto simulator game, or a 3d character avatar at the corner of the screen. For a demonstration go to Game.exe and press 'Gui Test 2' button in the Main Menu.

WinFormsMultiViewAppExample.exe — new example application has been added. This is WinForms based application that demonstrates creation of multi view applications. In addition to ability to import models in many different file formats, like Collada, new version features support for FBX file format import. Ability to import animated models with skeletal animations has been added as well. Resource Editor now includes Ambient Occlusion calculation tool for single meshes. Map Editor now has ability to export geometry to FBX or Collada (DAE) file formats. NeoAxis Group Ltd has released a new version of the universal environment for 3D project development NeoAxis 3D Engine 2.2.

This new version includes updated character physics, profiling tool in map editor, WPF widget performance improvements, PhysX improvements and bug fixes. About Technology NeoAxis 3D Engine is a free integrated development environment that allows for projects of all types and complexity. The environment is intended for use in such areas as the creation of video games, the development of simulators, virtual reality and visualization software. It includes a full set of tools for fast and logical development of modern 3D projects. Links Read full news: Download free version of NeoAxis 3D Engine.

Yep i had the same crash where like million of windows popped on my screen while i was importing unity labs. At first i thought its some virus, or someone is hacking into my computer. Until i luckily read it here. There were even some programs opened in fcking Chinese lol, i live in EU and have never seen Chinese programs on my computer well import came up with error anyways.

Failed to import package with error: Couldn't decompress package UnityEditor.AssetStoreContext:OpenPackage(String) this one, your team should really look into it. There is quite a few people having problems. So tomorrow i'll start again. Click to expand.My submission of it is bug 680013hfk0rcdq156p1i9s.

I don't think it would be possible to submit through Unity at the time of the crash because once all the windows are open the editor is usually blocked by its own blank modal window and can't be used until the process is killed and Unity is reopened. But like I said I'm almost positive this is some kind of issue with trying to get the window focus back and pop up the 'choose what to import' window when Unity does not have the focus. There is probably some kind of uninitialized HWND pointer that is getting set to modal which causes every single active HWND handle in the OS to pop open and try to set itself to modal. In GDC 2015, Google and Nvidia kept on claiming that with OpenGLES 3.1 and AEP, we will get close to console gaming capability on mobile devices.

Then I saw Unity labs demo. Since then I wanted to try it out to see how it performs with OpenGLES 3.1 + AEP. I understand that Unity does not support OpenGLES 3.1 and AEP for now. I collected some profiling data on Nexus 9 which supports OpenGLES 3.1 + AEP.

I am attaching the profiling data. With this demo, FPS is 0 or 1. Also GPU is always 100% occupied.

I am looking at how to run Unity 5 features on Android device which has OpenGLES 3.1 + AEP. Earlier I had started with Viking Village but after Unity labs demo was released, I switched to Unity labs demo. Thanks, Rishi. My submission of it is bug 680013hfk0rcdq156p1i9s.

I don't think it would be possible to submit through Unity at the time of the crash because once all the windows are open the editor is usually blocked by its own blank modal window and can't be used until the process is killed and Unity is reopened. But like I said I'm almost positive this is some kind of issue with trying to get the window focus back and pop up the 'choose what to import' window when Unity does not have the focus. There is probably some kind of uninitialized HWND pointer that is getting set to modal which causes every single active HWND handle in the OS to pop open and try to set itself to modal. In GDC 2015, Google and Nvidia kept on claiming that with OpenGLES 3.1 and AEP, we will get close to console gaming capability on mobile devices. Then I saw Unity labs demo. Since then I wanted to try it out to see how it performs with OpenGLES 3.1 + AEP.

Neoaxis Engine Demo For Mac

I understand that Unity does not support OpenGLES 3.1 and AEP for now. I collected some profiling data on Nexus 9 which supports OpenGLES 3.1 + AEP. I am attaching the profiling data. With this demo, FPS is 0 or 1. Also GPU is always 100% occupied. I am looking at how to run Unity 5 features on Android device which has OpenGLES 3.1 + AEP.

Earlier I had started with Viking Village but after Unity labs demo was released, I switched to Unity labs demo. Thanks, Rishi. Came in to say that this happened to be too, on Windows 7. It launched everything in my taskbar icons, launched multiple Thunderbirds and iTunes, then some other weird programs that are part of Windows or something. I could click to launch more programs, but clicking on anything inside a program (like closing) would do nothing. Could use Ctrl + Alt + Delete to launch Task Manager but wasn't able to do anything with it.

Had to hard reboot. I'll try importing the project again and see what happens. Click to expand.That's a video driver crash causing multiple running programs to crash which then causes Windows to re-launch them when the video driver is restarted. It is not Unity launching those. I have a Intel Graphic HD GPU and it can't quite do Direct X 11 but by default Direct X 11 is enabled in various platform build settings.

My project however say ' and always enables 'OpenGL 2.0 Emulation'. My GPU is actually DirectX 10.1. I can cause Unity to crash by selecting some shaders (or materials using the offending shaders) in my project. Example, changing from Basic Water to Water4 will crash Unity and if that change was saved it will crash each time I start Unity.

I have to do something 'unsupported' like use the Windows filemanager to rename the prefab using the offending shader to get Unity to start again without crashing. That's a video driver crash causing multiple running programs to crash which then causes Windows to re-launch them when the video driver is restarted. It is not Unity launching those. I have a Intel Graphic HD GPU and it can't quite do Direct X 11 but by default Direct X 11 is enabled in various platform build settings.

My project however say ' and always enables 'OpenGL 2.0 Emulation'. My GPU is actually DirectX 10.1.

I can cause Unity to crash by selecting some shaders (or materials using the offending shaders) in my project. Example, changing from Basic Water to Water4 will crash Unity and if that change was saved it will crash each time I start Unity. I have to do something 'unsupported' like use the Windows filemanager to rename the prefab using the offending shader to get Unity to start again without crashing. Click to expand.It's definitely not a video driver; I am almost certain that it's exactly what I said - Unity has faulty code trying to pop up the import window if the editor doesn't currently have focus. I've seen reports of this bug from lots of people with different video cards; it happens to me quite a lot and always when it's trying to open the import window, which should have nothing to do with the state of my video card.

I've also had my card crash and restart the driver when running particularly punishing games and it simply restarts the Nvidia driver like it's supposed to; it doesn't open a window for every running process. First off, let me say that I find most a of your comments to have good merit (tho' perhaps a bit acerbic! ^^!), so keep them up. I do feel, however, that all this 'out of the box' thing is a bit of a sad wild goose chase thru a smoke screen. It's great for marketing, I suppose to have all that carp (as in fish) in the scene, but the chance it will actually work for anyone is microscopic.

For all of the games I have ever made in Unity, I can't think of one that would need an active day-night cycle, and when setting up a scene, I wouldn't want my camera covered with more carp. This could be a marketing thing, yes, so our newest users can put a cube or their favourite model into a new Unity scene and have a good looking default setup so they can think 'Yay! I'm a hotshot game developer!' But practically, I can't see the value. With even my limited experience, I'd rip all that carp out and start from scratch. I like(ed) the fact that Unity was a blank canvas. I agree with you about the settings, but I'd suggest 'default' and ' clean', as certainly none of these settings, whether in unreal or Unity are realistic in any case.

When I worked on a major TV show for several years, we would indeed add a 1/4 black promist filter to the scene to soften the look of our interiors (mostly to hide the sets, IMHO), but if it was ever obviously visible to the average viewer, it would be reshot without it. Moreover, we have many people working 2d projects - unarguably, far more than 3D - and a large group making 3d titles that don't fall into this FPS, MMO 'cinematic' style. A lot of this current look is simply a fashion trend, and varies depending upon the agents developing the product, and any defaults are bound to fail and be replaced. This brings us back to marketing and perception. I'd rather spend the time teachings people what these effects are and how to use them, than try to put in presets that will never satisfy anyone and will be thrown out anyway. Click to expand.But I am too lazy and humble to reinvent the wheel. Look, I've created pretty scene but it's not logical repeatable based on my experience with life.

Neoaxis engine demo for mac

Only if I remember these special technical shaders and other things to do that will be tossed in Unity 6 anyway in favour of the new Java, the new Enlighten, the latest scrum. Years of schooling in science, math, and language thrown out the door to use high level physics concepts that obfusticate what the game dev wants to do. That don't want to assign a standard shader with degrees of metalness that makes it look like character is going to a disco. They want to assign a silk shader. Day / Night cycle comes in handy but only become easily useful if character brain can be told that. A character needs a brain and Unity to put messages in character brain what time of day it is so character(s) can adjust behavior accordingly.

Likewise, terrain system needs to be integrated with character brain so that they know they are near cliff, in river, at airport and so on. And the character brain needs integrated with mecanim so proper sensible animations can be triggered or chosen.

Have you never walked through dark streets or dark woods or very bright beaches or seen or felt heat radiating off hot cars or asphalt. You are barefoot on hot asphalt or hot beach and your characters can have message to hop back and forth on hot feet.

Instead we have 1 million variations of shooting a rifle. Which gives me a new ideal, I talk next paragraph about cartographic & zoning extensions of Unity but what about assigning ambient air temperature and humidity? Assign surface temperature to polygonal game objects? And a list of properties that describe the gameObject other than the visual aspect? Plants and animals and such? These properties can then be communicated to character brain when picked up or in range or however is appropriate.

My character can eat these foods based on list in brain. They weigh this much based on average density and volume (see UMA). They can lift this much weight based on muscle strength coefficient.

Creating a Unity scene should be based on something similar to cartographic layers on maps, government land-use zoning laws, natural geologic, botany, and zoology distributions and heat maps. And Unity communicates that information to character(s) BT brains according to sensible rules.

Game programmer should be interacting with the Unity editor as if they mostly were using much simplified simulated and real real-world data to define their scenes. I have anti-alias problems too in my UI elements but figured Unity still were working on that because it was too jaggy to think you hadn't noticed. Also can get Unity to crash by choosing water4 as shader on Intel Graphics HD on Windows 8.1 but I mentioned that in other post. It's definitely not a video driver; I am almost certain that it's exactly what I said - Unity has faulty code trying to pop up the import window if the editor doesn't currently have focus. I've seen reports of this bug from lots of people with different video cards; it happens to me quite a lot and always when it's trying to open the import window, which should have nothing to do with the state of my video card.

I've also had my card crash and restart the driver when running particularly punishing games and it simply restarts the Nvidia driver like it's supposed to; it doesn't open a window for every running process. I forgot to review the actual Charles Francis game. Oh my 5 year old PC with 4GB RAM, Intel HD Graphics, Intel i5 470UM, Windows 8.1 and Unity Free it runs at 0.5 - 4.0 FPS as is, 2.0 - 16.0 FPS if BuddyBot and Particles are disabled.

I like the scene though, it 'feels' to be the most realistic I've seen yet in a game engine. Although the character looks a bit Barbie-ish; I think that's to the scene's advantage. Can't say I like organizing by gameObject type as done in the example, I prefer organizing by location as it reveals possible relationships that can add interest to a game, but that's personal preferences for you.

This autumn I will be able to run it at 30 FPS or higher I hope. At least that's my understanding of the Intel Iris Graphics GPUs. Apologies for the lack of a write-up on how this works - as it's still very much a work-in-progress, we're reviewing both the UI and how the maps are packed to make it easier for people to use. That said, the channels for that particular map are: R - Specular, although this is not actually used in the shader! All of the specular is actually computed by the shader itself (so it requires the included Beckmann and BRDF maps) and is modified by the various specular controls (Intensity, Fresnel, etc) G - Roughness (gloss), modified further with the Specular Roughness slider B - AO A - SSS, modified further by the Subsurface sliders Once we have something more final, it'd probably a good candidate for a blog post to explain in more detail how it works. Click to expand.Well, that's a really broad question. You could argue that Moore's Law says: 'Yes!

In the future, it will be faster, cheaper and better!' Moreover: 'Yes!

Our dev's are working day and night to update, upgrade and optimise the core engine'. That's what they are paid to do, and that's what the company does for a living. Now, for practical purposes: Will Unity run this project at blazingly fast 90fps on a 10yo machine by next week? We all know that's ridiculous. Shipping a complete and satisfying game is always a balance between factors, and the engine version and its evolution is one of those factors.

You will need to get your game working as you need it to by your ship date. If there is something that's acting as a roadblock, you'll need to solve it. This could easily be that the next point upgrade or patch release will solve your issue, or it may mean you need to write your own code or shader optimised for your game and target platform, or it might mean you need to simplify your game for your target devices. One thing about software engineering and game development is pushing boundaries. Don't expect this project to work on all devices without some tweaking, at least not today.

This is all about gamedev, and finding this balance is part of it. Yes, that was basically my question: Will Unity make it so that it will no longer be a balance act, and also within the next 3 weeks?;-) Personally, I would so much like a roadmap to see what will not be solved in the near future and where I have to find smart solutions myself. I really love how one can sometimes pick up important information from the Unity blogs. For example, in one Blog, Unity said more or less clearly that the Standard Shader is not really ready for Skin yet and that is it likely that other companies will release a PBR-ready Skin Shader before Unity does. Such pieces of information are really helpful for me to see where to spend time and / or money to find alternative solutions. For example, I am currently fighting so much with terrain quality / speed settings, and I just can not find any information about when the terrain core engine will be updated and if my efforts are worth the time at all. Yes, that was basically my question: Will Unity make it so that it will no longer be a balance act, and also within the next 3 weeks?;-) Personally, I would so much like a roadmap to see what will not be solved in the near future and where I have to find smart solutions myself.

I really love how one can sometimes pick up important information from the Unity blogs. For example, in one Blog, Unity said more or less clearly that the Standard Shader is not really ready for Skin yet and that is it likely that other companies will release a PBR-ready Skin Shader before Unity does.

Such pieces of information are really helpful for me to see where to spend time and / or money to find alternative solutions. For example, I am currently fighting so much with terrain quality / speed settings, and I just can not find any information about when the terrain core engine will be updated and if my efforts are worth the time at all.

Can we expect an update to this project? At the moment it's a bit hard to tell if this project show Unity best practices or if it's just someone at Unity experimenting with a lot of different Unity 5 features. There's all the bugs already mentioned in this thread, but the main character setup is also extremely advanced yet he doesn't move good at all to be brutally honest. It's hard to tell what these thousands of lines of code actually give you compared to a much more simple setup like the one in the Stealth tutorial or the standard assets third person controller for example. And there's (a lot of) code for foot planting in there, but it's clearly not meant to be enabled in its current state. Foot planting is really interesting.

It would be cool if this project actually showed how to do it rather than just a way that may work. I'm unable to tell if this is almost working or if it's completely broken because it's all much more advanced than the code I usually write in Unity. I also want to create a small tech demo based on the Unity Labs project and it would be nice to know if it's a work in progress or if this is it. Hi @ TwiiK Updates will be happening! For some reason I thought we'd already stated this on the forums but apparently we hadn't - sorry about that! We've got a rework of all Dr. C's animations coming fairly soon, with brand new mocap specially captured for him, so that should help make him feel better running around Labs.

Many of the current features are early works-in-progress too - the hair, skin, IK feet and more, are all early betas that we wanted to get into users hands early. At least this way you have things that can be extended upon by yourself rather than not having any hair or skin shaders at all. There are plans for a lot more features in labs, so you can expect ongoing, if not super frequent, updates to this asset throughout the year. Click to expand.The programmer who worked on the Unity Labs Skin shader is away at the moment but if memory serves our version also uses a Pre-integrated SSS method, so under the hood they're probably pretty similar already. We actually looked at some more advanced approaches to SSS but typically these severely limited the options you'd have for platforms and possible supported hardware. That said, the Labs Skin shader is still a work-in-progress, so we need to look at UI and making it easier to input the right texture maps but functionally I'd expect you should be able to pull off similar results to other Pre-integrated SSS shaders when everything's setup correctly. Adding it into the Standard Shader itself might be overkill considering how few objects in typical applications need full SSS support but there might be merit in having options for simpler translucency effects, etc, at some point in the future.

Neoaxis

Now to post something constructive to this discussion, I just want to say I am very impressed with Unity 5 so far!! I held off until now on converting my project over from 4, since it is very physics-based, but now I'm convinced it will be worth the effort. For those who are complaining of very poor performance, try ensuring that all of the batching/baking (lower-right corner of the screen) is finished before trying to run the game in Play Mode. I made that newbie mistake when trying the Viking demo and it was terribly slow at first.

This demo takes a considerable amount of time to bake, but performs much better when you let it do its thing first. That said, however, there are definitely some optimization issues. I'll look one direction and get FPS as high as 400, then turn in another direction and it will drop as low as 24!! I can't figure out why, but then again I'm brand new to Unity 5 and pretty dang new to Unity altogether. My computer specs are below, if that helps any with the discussion. Can I vote for a new demo here? I am looking so much for a demo project from Unity where animals are wandering around and interact (in most of the cases: flee) from the player.

The animals should use root-motion animations and have some logic. I think many people would need such an example because just everone is fighting with mecanim+rootmotion+physics. I have seen different forum threads that deal with it (each with some hacks and pitfalls). I would love to see Unity's 'statement' about this. Edit: I just visited these forums again, and I see that there is are really many hacks and work-arounds just to get things going. Now I am more desperate and more in hope Unity will present a solution to the problems.

This includes so many hacks and tweaks that any beginner will go crazy. While I appreciate people who can take days and weeks tweaking things, I am the kind of developer who wants some ready-made solutions. I hope I don't stand stupid because I am the only one who thinks like this. I rather want to concentrate on my game logic and creativity. Can I vote for a new demo here?

I am looking so much for a demo project from Unity where animals are wandering around and interact (in most of the cases: flee) from the player. The animals should use root-motion animations and have some logic. I think many people would need such an example because just everone is fighting with mecanim+rootmotion+physics. I have seen different forum threads that deal with it (each with some hacks and pitfalls).

I would love to see Unity's 'statement' about this. Edit: I just visited these forums again, and I see that there is are really many hacks and work-arounds just to get things going.

Now I am more desperate and more in hope Unity will present a solution to the problems. This includes so many hacks and tweaks that any beginner will go crazy.

While I appreciate people who can take days and weeks tweaking things, I am the kind of developer who wants some ready-made solutions. I hope I don't stand stupid because I am the only one who thinks like this. I rather want to concentrate on my game logic and creativity. I am not happy with the lights in the Unity Lab yet. When will we get a great lighting system as UE4 has? Is it on the roadmap? Or perhaps we already have it, and I am just not smart enough to use it.

At least I hear soooo often: 'Unity is great, but UE4 has a better lighting system'. I am totally missing volumetric lights, for example. I can immediately tell if a scene was done in Unity or in UE4 just because of the lighting. The author of this great asset told me that the lighting system of Unity seems (to his knowledge) not good enough to prepare a demo like this (the demo was done in UE4): Is he right?