# NeoAxis 3D Engine

Website:
http://www.neoaxis.com

Developer:
NeoAxis Group Ltd.

Launched:
Not specified

Status:
Active

Supported Platforms:
Windows, Mac OS X

Languages Written In:
C/C++, C#

Languages Supported:
C/C++, C#

Graphics APIs:
OpenGL, DirectX

Rating:
(46 reviews)

Editor:
SickBrick

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.

### Supported Features

#### General

• Object-Oriented Design
• Plug-in Architecture
• Other
• Entity and logic systems
• UI System: unified system for creation user controls, the menu, dialogues, windows and HUD screens
• Unicode support
• Language localizations support
• Complete Game Framework
• Windowed Application Framework For 3D Applications
• All-in-One Toolset
• AAA Graphics
• Powerful .NET based API
• Executing engine on two .NET platforms: .NET Framework and Mono Runtime
• Rapid .NET development with internal power of unmanaged C++ components such as rendering, physics and audio
• Render-to-Texture
• Fonts
• GUI
• Material LOD
• Support for multiple material techniques
• Transparent objects automatically managed

#### Lighting

• Per-vertex
• Lightmapping
• Can have an unlimited number of lights in the scene
• Supported through vertex and fragment programs
• Per pixel lighting
• 64-bit color high dynamic range (HDR) rendering

• Projected planar
• Techniques supported: modulative stencil, additive stencil, modulative projective
• Correct shadows from alpha test objects

#### Texturing

• Basic
• Multi-texturing
• Bumpmapping
• Mipmapping
• Volumetric
• Projected
• Projective texturing automatically links with texture unit to a Frustum instance
• Can register external texture sources in order to feed texture data in from another source
• Parallax mapping
• Cubemap reflections
• Lightmap support

• Vertex
• Pixel
• High Level
• Supports vertex and fragment programs (shaders), both low-level programs written in assembler, and high-level programs written in Cg or DirectX9 HLSL, and provides automatic support for many commonly bound constant parameters
• Supports GLSL
• Procedural generation of a shaders

#### Meshes

• Skinning
• Hardware-accelerated skinning
• Flexible mesh data formats accepted
• Export from many modelling tools including Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D

#### Scene Management

• General
• Octrees
• Hierarchical scene graph
• Scene querying features
• Indoor/outdoor portal system. Work in mixed indoor and outdoor scenes.
• Occluders
• Octtree scene split

#### Animation

• Skeletal Animation
• Animation Blending Skeletal animation, including blending of multiple animations, variable bone weight skinning.

#### Physics

• Basic Physics
• Collision Detection
• Rigid Body
• Abstract wrapper for a physics
• ODE implemented
• Ageia PhysX implemented
• Format of files for declaration of physical models

#### Artificial Intelligence

• Pathfinding Path finding based on a grid

#### Sound

• 2D Sound
• 3D Sound
• Streaming Sound
• Abstract wrapper for a sound
• FMOD implemented
• DirectSound implemented
• Binding sounds to entities
• 3D sound support
• Ogg Theora video playback
• Sound recording

#### Tools & Editors

• Expandable Resource and Map Editors
• Material Editor
• Particle System Editor
• Physics Model Editor
• GUI Editor
• Game object types Editor
• Static lighting (lightmaps) calculation tool

#### Scripting

• Visual game logic writing
• C# like syntax
• Scripting on any .NET language is supported

#### Special Effects

• Environment Mapping
• Billboarding
• Particle System
• Motion Blur
• Sky
• Water
• Explosion
• Decals
• Fog
• Mirror
• Particle Systems, including easily extensible emitters and affectors
• Support for skyboxes, skyplanes and skydomes
• Post-processing effects including High Dynamic Range rendering (bloom, adaptive exposure, tone mapping) and motion blur.

### Licensing

License Name Price in $US Source Code Included? Proprietary Free No Free Edition — free full development environment, which includes most of the engine features, such as quality dynamic shadows, editor of landscapes, soft particles, modern full-screen effects such as High Dynamic Range, Screen Space Ambient Occlusion, Depth of Field, Light Scattering, Lens Flares, and many other features. Proprietary$195.00 No
Professional Edition — more features and bigger access to the source code of the engine components.
Proprietary $695.00 No Unlimited Edition — includes all the features of the engine. Bigger access to the source code of the engine components. It includes the full source code of the engine tools. Proprietary$2,895.00 Yes
Source Edition — includes full source code of the engine.

Showing 1-25 of 46

0 of 0 people found the following review helpful

#### Very nice (based on Ogre3d) engine with great community

by james_tong2011 Aug 01, 2011 at 20:47

I know this engine from Ogre3d. Ogre3d is a great graphics engine. I played sometime with Ogre3d before I tried Neoaxis engine.
With Neoaxis, you can have the power of Ogre3d graphics and and easy of use engine.
This engine can also be used for non-game project.
I just wish that the developer makes more examples for non-game project.

0 of 0 people found the following review helpful

#### Great engine!

by komorra Jul 30, 2011 at 17:29

Very good engine, especially for those who knows C#, good SDK to choose after XNA. So if you familiar with C# - then try it, if you know XNA - try it immediately! This engine/SDK + MS Visual C# gives you opportunity to make a game faster, better and easier. The features that is publicly presented are no limitations, if you want to create new feature, it's easy, because source code is keeping clean and very easy to extend. Previously I used Unity, UDK, and some other engines, but this one in my opinion is the best. With other engines the problem is that you can write code as a script, you must wait for engine update to break limitations. Here you can grab the source code, start from any abstraction level you want (if you want to use standard game class, you use it, if you want to make your own, you modify it, and so on with every engine chunk). The editors are very good too. They are clean, and easy.

+ Ideal for C# programmers, and those who previously working with XNA.
+ Source code available for every part of engine
+ Many samples in SDK package
+ Performance (the engine is tweaked using NGEN tool), lot of optimization (OctTrees, Portal systems, etc.) already done for you
+ Lot of stuff (items, characters, textures, units, materials etc.) ready for use
+ Great performance monitor available under F11 key during your game (you can disable this feature in production games of course) - very helpful if your scene renders not at full speed
+ Detailed engine log system
+ Easy & powerful editors
+ Features...
+ Pricing...
+/- Support: if you are absolutely beginner, you can feel a bit documentation-hungry, but there is a lot of samples, fast response from community, not 100% documented API (but enough) and wiki, which grows day by day.

0 of 0 people found the following review helpful

#### Great engine!

by Anonymous Jul 30, 2011 at 17:26

Very good engine, especially for those who knows C#, good SDK to choose after XNA. So if you familiar with C# - then try it, if you know XNA - try it immediately! This engine/SDK + MS Visual C# gives you opportunity to make a game faster, better and easier. The features that is publicly presented are no limitations, if you want to create new feature, it's easy, because source code is keeping clean and very easy to extend. Previously I used Unity, UDK, and some other engines, but this one in my opinion is the best. With other engines the problem is that you can write code as a script, you must wait for engine update to break limitations. Here you can grab the source code, start from any abstraction level you want (if you want to use standard game class, you use it, if you want to make your own, you modify it, and so on with every engine chunk). The editors are very good too. They are clean, and easy.

+ Ideal for C# programmers, and those who previously working with XNA.
+ Source code available for every part of engine
+ Many samples in SDK package
+ Performance (the engine is tweaked using NGEN tool), lot of optimization (OctTrees, Portal systems, etc.) already done for you
+ Lot of stuff (items, characters, textures, units, materials etc.) ready for use
+ Great performance monitor available under F11 key during your game (you can disable this feature in production games of course) - very helpful if your scene renders not at full speed
+ Detailed engine log system
+ Easy & powerful editors
+ Features...
+ Pricing...
+/- Support: if you are absolutely beginner, you can feel a bit documentation-hungry, but there is a lot of samples, fast response from community, not 100% documented API (but enough) and wiki, which grows day by day.

0 of 0 people found the following review helpful

#### The toolset made me nostalgic.

by Axelus Jun 27, 2011 at 19:00

The toolset reminded me the old good Morrowind editor... Remembering what and how much people could make with that one, i can only be guessing what crazy stuff they may make with NeoAxis=)

0 of 0 people found the following review helpful

#### Best engine!

by ekko Jun 27, 2011 at 18:56

I've tried many engines, taking into account the price for the licenses (also a free version) and the functionality, this by far beats any rival engines. Tools are amazing, Very fast and constantly being updated, and now V1.0!

0 of 0 people found the following review helpful

#### Excellent engine

by dazrulez Jun 25, 2011 at 17:15

Excellent engine, very easy to use, excellent toolset and lots of demo code to get you started on making your dream game, you have to see it to believe it!

0 of 0 people found the following review helpful

#### Double-edged crocodile...

by r0g4n Oct 26, 2010 at 13:50

First the positive:
This game engine provides a lot of graphical features out of the box you will desperately seek in other engines e.g. dynamic shadows, HDR etc. The visual quality is very convincing, lacking only a few minor things e.g. water is only implemented very basically - no underwater features, distortion only on surface, but not if you look through the waterplane. Also the game engine is very well optimized regarding large scenery with decolayers and trees. There is also a SceneEditor provided which works flawlessly and selfexplaining out of the box and allows to create a scene in no time. Furthermore the stability is amazing. I've never had any freezes or stability issues with either my 7 year old gpu, or with my current graphics card, both from ATi (which is mostly seen as a problem child). Hats off for putting this together!

Now the negative:
There is but 1 problem: documentation and tutorials are very sparse! Even when you know programming you don't know hot to get started, where and how to begin with. It is suggested to take the Demo applications, read the codes and learn by that. However you're gonna be slain when trying to do that. Since the demo application consists of about 20 demo levels and all demo levels have their sourcecodes, classes and subclasses in the same folder you will have a hard time finding the right one and determining which one is connected to which one. You are simply overcharged by that. The developers expects you (which is written black on white somewhere on the website) to take the existing templates for gametypes like RTS, Arcadestyle, Shooter and only extend these templates for your own purpose. And it is NOT recommended to write everything by yourself. (maybe this is the excuse for them, why they haven't got any documents and tutorials...) However it is fact, that many people tend to use their own logic and implement it their own way. People don't always want to think what another "brain" provides them. Therefore if you want to learn from scratch e.g. starting with a black empty 3D window and then want to add 3D objects in there by yourself - no chance! - Go somewhere else. There is not a single tutorial explaining how to start from the basics. Don't expect the community to help you, because the community is very small and although you'll get an answer once in a while, it is not very reliable and fruitful.

Then there is the API. You don't work with the API, you fight it. Obviously the developers assume everything is selfexplaining, but it isn't. There are lots of (seemingly) complicated functions and all you can do is *guess* what they are for and why some of them are so different to others although they almost sound equal e.g. search for Rayfunctions. There is no description available except for some rare cases - if you are lucky. If you want to start with NeoAxis you'll better already know before the most commonly used functions. But even then you won't find these functions so easily within the NA-Api.
I can compare it with at least 3 other game engines in which I programmed myself and their API was really clean, logical and clear to me - in contrary to NA. Some people say the NeoAxis API is well structured, but I can't find this structure. Maybe I didn't dig deep enough, but again for starters this is quite discouraging and disappointing.

Even though there are some video tutorials they are either:
1) too advanced (e.g. how to program a new property for an object and add it to the scene editor as a plugin) or
2) too trivial (e.g. explain how to add a terrain and a light in the scene editor - which in my opinion *is* selfexplaining).

What is lacking here in between are the tutorials which explain how to get started from scratch with the most important thing - the programming aspect! How to set-up and start a project from scratch? This support is simply not given and you will have a hard time digging into it all by yourself.

Conclusion: the visual quality and stability of this game engine is amazing, but what good is a game engine for with a 1000 features if it's such a pain in the ass to get started? I prefer less features in favor to a clean api and useful documentation and tutorials. Warning for indies: don't underestimate how important this is.

PS: the programming language is C#: I don't get, how an almost crossplatform game engine must be combined with C#?! Makes no sense at all...

0 of 0 people found the following review helpful

#### Mega Engine for all games

by vlad23 Oct 04, 2010 at 18:18

I like the engine, especially a new version with support. Net Framework, and further still, and Mac OS X! Generally, he is stable and suitable for any type of games

0 of 0 people found the following review helpful

#### Excellent

by CRivlaldo Oct 03, 2010 at 11:11

Features: Looks good, good graphics.
Ease of Use: Very easy to use, with the documentation and tutorials.
Perforance: Looks like it can handle alot of stuff
Support: The forums seem pretty good, a lot of users there.

0 of 0 people found the following review helpful

#### neoaxis

by Chrism Sep 14, 2009 at 08:42

Very good engine.

Documentation is lacking.

Community is not as large or helpful as other engines. I thought this was good for small rapid prototype applications. Brillaint C# coding. Based on Ogre with lots of other libraries added that are all stable.

Try the non-commercial version as it is a useful engine, downfall is that it depends on all the other libraries so features will only develop with these unless it gets a major overhaul.

0 of 0 people found the following review helpful

#### Excellent Cheap C# engine.

by Aurora Nov 12, 2008 at 08:26

First tho, the price is not 99$for indie, its 99$ + Possible taxes (VAT), note that, for me that was 25% increase in price...

But, that put aside, its pretty good engine, still a bit rough though.

The map editor is decent, but still need alot of work, specially shadows/lighting and also render speed.

Overall a GOOD engine for C#, prolly one of the best.

Definiatly worth it, but i did hope it was updated more often...

0 of 0 people found the following review helpful

#### The best Idie option out there.... as long as you don't need the source code

by FlashJackson Nov 03, 2008 at 19:08

In the past 4 years, I have purchased a license to every indie game engine available including C4, LawMaker, DX Studio, Torque (all flavors), and a bunch more. Of these, C4 is probably the most complete and certainly the prettiest I had tried... at least until I downloaded NeoAxis last night. C4 still has NA beat in a couple of areas: it looks better (because of its incredible lighting system) and you get full source code. But it isn't feature complete yet, which is why I am still looking.

I downloaded NeoAxis last night and the first thing I did was run the demo. It errored out because my PhysX install is too new, which kinda sucks. But after about 20 minutes, I figured out how to use the configurator to switch physics to ODE. And then it worked fine. That was amazing to me. Out of the box, you get two complete physics implementation and the engine is designed to support others. I am thinking a bullet implementation would probably be a good project.

The demo is incredibly complete. It shows off every feature of the engine, including physics, vehicle physics, ragdoll, rendering capabilities, AI, particles, in game UI panels (first saw that one in Prey), etc. You start in a complex with two halls going out from a central corridor. In each hall are a number of doors with signs like "Physics demo". When you go through the door, the map for that demo loads up. And these aren't simple little maps either, they can be fairly large

Rendering was reasonably good. I was able to run 1900x1200 with all settings max'd out on my laptop (9800GT graphics card) and still get 90FPS or so in the most demanding scenes. The physics was as good as you would see in HL-source or any modern game, and it is fairly complete. I wasn't able to test the PhysX implementation, so it may have been even faster, but I found ODE to be very good on its own. I did have one nasty crash in the tank demo caused by ODE, so that is why I gave a 4 on stability.

The world editor is easy to use. It is a typical sandbox editor. I prefer the 4 view true 3D world editors like Hammer, so this was a little bit of a bummer for me. But the editor was relatively easy to use and very, very powerful. I had to spend a little time with the tutorials, but they were good enough to get me started.

The resource editor is awsome. It allows you to create new resources for your game in one place: particle effects, weapons, characters, materials, etc..

Testing a map was easy too. Just click "simulate" in the map editor and your map wil lrun automatically. There weren't any long compile times. Now, the engine is supposed to support lightmapping, so I know that there must be static lighting calculations to support that, but I didn't test that part.

A big plus for me was the fact that it uses C# for scripting. Now I know a lot of people turn up their noses at C#... it reminds me of the old Assembly vs. C debate. But C# is very powerful and you get the advantage of using Visual Studio for all of your code development.

My only real gripe is that the $10K price for a source code license is completely out of whack. When C4 is feature complete, it is going to be real tough to justify using NeoAxis, but if you need to start development now and you need a feature complete engine, this is the choice for you. Overall, I am glad I finally tested the engine and I am very excited to start developing with it. Was this review helpful to you? 0 of 0 people found the following review helpful #### Indeed has Potential Now and in the Future by Kevinul Oct 21, 2008 at 20:52 This engine was born from OGRE, and is one outstanding engine so far. It's in the beta process, but the tools, support, and the engine it self is very nice to have. Yes, the if you're not an experienced programmer, this engine could be a challenge for you to to program right, and show it's true potential since there so many things you can do and can go wrong as the the above review stated, too. There is little documentation on the web site's wiki, and the documentation file as far as tutorials, and others so you'll need to read the code of the SDK for you to truely know the engine. Give it a shot, there's been a few people purchasing the product during beta, and so far they love it so it shows some good sign. Oh, and the Physics Engine that the engine supports is ODE, and NVIDIA PhysX. The rendering engine still needs some work since it does lag, but it will hopefully improve since the OGRE community is prospering, and so is the rendering system. There is already a very nice release recently of an upgrade of the system, so please check it out when you can along with this engine. Was this review helpful to you? 0 of 0 people found the following review helpful #### very cool map editor, material editor by doqkhanh Oct 06, 2008 at 05:52 4.5* for supported features 5* for ease of use < You have many Demo with full source 5* for visual effects 4.5* for stability < crashed screen or exception message is friends 5* for overall quality and design. 5* for support from forum, from Mr Ivan Advantages : very cool map editor, material editor Disadvantages : an other version of .net OGRE with a lot of missing features and just 1.4.x vs 1.6RC at this time. Was this review helpful to you? 0 of 0 people found the following review helpful #### The best engine. by FoxDiller Sep 16, 2008 at 19:56 It's easy to say you can write your own engine; NeoAxis is just another reason not too! With everything boiled down to Entities and using the power of Object Orientated Programming this engine brings the power and speed needed for anyone to bring their idea to a playable state. The prices are reasonable and the support is great. I've had the opportunity to work with Ivan the main developer and discuss many of the new features in NeoAxis. This engine has all the functionality to be the de-faco engine in the future! Was this review helpful to you? 0 of 0 people found the following review helpful #### Planet Builders Love NeoAxis! by Maxwolf Sep 16, 2008 at 16:55 We eventually discovered through relentless research and testing an engine that is quite possibly one of the most amazing next-generation simulators that is conceivably possible right now with the technology that is available at the time (which is ALWAYS a factor if you haven't noticed by now). It was called the NeoAxis Engine. NeoAxis is one of the most promising and powerful 3D engines of the new generation. It comes with a powerful and easy to use set of tools which contains a resource editor and a map editor. The engine itself supports particle, physics and sound systems, all which are fully replaceable and customizable. The engine's unique architecture integrates those three tools together, making NeoAxis very easy to learn and use for anyone from the inexperienced to the most practiced game developers while retaining the engine's powerful abilities all the way through. Here is a link to a space adventure TPS/FPS hybrid we are creating with NeoAxis: http://redux.magrathean.ca/software/game/ Was this review helpful to you? 0 of 0 people found the following review helpful #### Might as well just write your own engine by Deathbrush Sep 05, 2008 at 22:36 I have looked at this engine a few times over the last year or so, and unfortunately I keep coming up with the same questions as to it's usefulness. Lets start with the big one, if you actually want to create a game in this you will need to be a proficient to advanced programmer, the only real work this saves you is some minor things related to accessing Ogre3D and PhysX. Both of which are quite easy to use for anyone of even middling programming skills. So, what's the point of using this? I'm sure fans will first point out the logic system that is the bases of this engine, well, for what it does I do have to admit it can be nice. But if you want to go even a bit outside the bounds of that logic, well, good luck with that. It's doable, but many of the core philosophies this engine employs look good conceptually, but as soon as you sit down a designer he will go beyond the abilities of these logical constructs pretty fast. Seems to me your effort would be much better spent just sitting down and tying together the libraries yourself and create your game from scratch, the tools NeoAxes provides that are so vaunted have many universal freeware (or commercial) equivalents that will integrate with your project without any difficulty. Concerning features, there are some nice ones, but if you look at Ogre3D and PhysX and what they natively support, you are suddenly underwhelmed. When you look at future features that are planned on, I wonder how many could possibly be implemented, as the MASSIVE dependence on the .Net architecture and C# seem to make any cross platform compatibility virtually hopeless, and the rest are already supported in PhysX/Ogre3D. And that brings us to my last question as to this engine, the dependence on the whole Microsoft Visual Studio package. The logic of taking a cross platform compatible renderer and physics engine and binding them to this proprietary system just escapes me. So in the end, if they make this a drag and drop game creator and remove the necessity of programming from it, yes, this engine is pretty cool. But if you are of the skill level to make a game in this, just go download the newest copy of ogre, ask Nvidia for developers access to PhysX (they are really nice about this and it should just take about a week to hear back from them, if you have even a vague project idea they are pretty much sure to give you access to the SDK.) and make your own engine, you will put about the same amount of work into it, be able to add support for what you want without waiting for someone else, and in general just have a whole lot more bang for your time investment buck. Was this review helpful to you? 0 of 0 people found the following review helpful #### Don't Take Initial Reviews too Seriously by usul May 13, 2008 at 20:33 These early positive reviews were all written by the small community upon hearing a post from the single developer Ivan urging them to post good things about the engine. "It shall be realize!" NeoAxis is based mostly on the hard work of other libraries and really isn't an engine in its own right at all. Its only home-brewed features are inferior to open source ones. It performs very poorly and the source is closed off (unless you feel like being overcharged to the tune of 10,000.) Its web site is terrible and its development team is understaffed and can't speak english. The truly technically difficult feats and features such as networking, optimization, large world support, streaming, multi-threading, and console ports have been woefully under prepared for and may never see the light of day. Notice that the most difficult tasks that should be first to tackle are saved for last. The art in its demos are the definition of "programmer art." Its community is immature and obnoxious and the work they are creating with it is sad at best. The engine isn't backed by any sort of legal company and so the developer worries that his code will be stolen as a result and thus pushes an "SDK" philosophy not out of greed but out of naive and shameful paranoia. Was this review helpful to you? 0 of 0 people found the following review helpful #### Source is Ridiculously Overpriced and Development Team is One Guy by mrMackey May 12, 2008 at 06:55 This was an engine that looked promising until I realized that it does not come with source. Basically, unless you pay the ridiculous price of$10,000, you have to make do with an SDK that is poorly documented (in poor English) and pray that the single developer doesn't get sick or die. Until this is resolved I consider the engine unusable.

0 of 0 people found the following review helpful

#### Nice looking Game Engine !

by Voblo May 06, 2008 at 13:39

I really like the tools ! "Gametype" mixing are fun ,especially "skirmish demo". Physics and "type" editors very intuitive.
Friendly forum community.I tried tge and others broken stuff,after this i see neoaxis much preferable.

0 of 0 people found the following review helpful

#### Great Engine

by netmasterr Mar 25, 2008 at 23:33

I've tested many 3D Game Engines for realising my future Projects but NeoAxis is the best of all.

It's based on Ogree and the Performance is great. Easy using of C# Scripts and very good included Editors.

0 of 0 people found the following review helpful

#### Best free engine out there!

by InCreator Dec 17, 2007 at 11:10

After trying almost everything out there, like Torque, 3DGS, C4... I must say that for an indie developer, NeoAxis is probably best. How else can you explain fact that after installation, walking through demos and 3-4 hours of learning what this or that button does, you can make a playable portion of a game? And -- in matter of few hours?

Main strength of NeoAxis is power behind it. Superb graphics from OGRE, strong integrated physics engine, excellent map editor with 100% functional terrain heightmap creator. Not to mention good resource editor with physics editor included. Name one other engine that has those, and for free?

Engine also comes with wide array of exporters and tools to use whatever software for your 3D creations you need. Like exporter tools for 3ds max, Wings3D, Maya...

Of course, documentation and support is rare and limited, pre-made resources are somewhat hassle to navigate and reverse engineer. Starting from zero, you have to spend long hours in forums and wiki to learn basic stuff. Manual included is extremely brief and unfinished. What I'm saying is that to work with NeoAxis engine, you have to invest alot of time into it. But it pays back very well, the options are near to limitless, especially if logic editor will be implemented or you have a bit of knowledge on C#.

Though currently still in very basic and uncompleted stage, the engine has already enough power to give birth to many modern-looking games. Definietly one to go for!

0 of 0 people found the following review helpful

#### We loved it so much we started a community resource

by Vam Dec 11, 2007 at 15:32

Over the years I have personally spent time with many engines. Some opensource, some closed source. Some I had to reverse engineer and others I had to spend a few weeks trying to figure out what the developers were thinking. I won't mention any specific engine because I feel they all served their purpose in some way, no need to flame. However, for the first time in my search for a cool easy to program, easy to support/setup engine I can not find one thing about the engine that I don't like.

The engine so well thought out that I couldn't believe it while reading the source code. You will not find a better product out there for the cost. Even engines that cost WAY more than this one don't even come close to comparing. The tools that are packaged with this kit allow you to start developing today and attract designers and artists instantly.

We loved this engine so much I decided to start a community resource portal dedicated to it:
http://www.namods.com

0 of 0 people found the following review helpful

#### Puts most others to shame...

by MikeWSI Dec 05, 2007 at 16:02

I'm writing this from the perspective of a designer/artist with no hands-on skill with programming.

It's been said before in these reviews, so I won't go through everything detail-by-detail. However, NeoAxis is a fantastic engine, with excellent support and editors that are intuitive and actually *fun* to work with.

What I love about the World Editor in general is how contextual and logical it is. Select a certain entity and all the options for that entity - and *only* that entity - are made available to you. No worries about what a certain button does, etc. It required me maybe 5 minutes to get used to it and after that it all just makes sense. Things work as you would expect them to and do so smoothly.

While other solutions seem to be designed by programmers who are more interested in how complicated they can make something, Ivan, NeoAxis's developer, truly "gets it" when it comes to making an editor that is artist-friendly. You really have to work with it yourself to see what I mean.

Feature-wise, NeoAxis has many of the nice bells and whistles you see in larger, "AAA Engines" available with little to no hit on performance. Check out the screenshots or, even better, download and give the demo a test-run to see for yourself.

Support is everything others have said it is. Ivan makes himself available to everyone on pretty much a daily basis, is enthusiastic and committed to answering questions and addressing issues in a timely manner. He expresses gratitude for people's feedback, jokes around and is generally a "regular guy" who happens to be the developer of an extremely impressive engine. That's maybe not so impressive or important to some, but for me, a developer who is invested equally in his work and in the community using/supporting it is a very rare and important quality.

In an area where many developers are either primadonas dismissing anything but praise for their work, or otherwise MIA, Ivan more than stands out as an exceptional exception to that rule :).

In all, I can't say enough good about this engine. The only thing I stumble with is getting objects into the engine - but that's just my thick-headedness at work. Many others have no trouble at all.

In any case, if you're looking for a top quality indie engine, with excellent features, excellent support and an excellent work-flow... you owe it to yourself (and your project!) to check out NeoAxis.

@dudman: You can't fairly review an engine (or anything for that matter) if you didn't actually use it. It seems to me that there's some issue on your system. I'm the farthest thing from a programmer you can imagine - I don't know about dependencies or any of that. I just followed the directions for installation, and it worked. If I had a problem, I'd have looked it up on the forums to see how others, if any, had worked it out. That failing, I'd have posted a message myself explaining the problem so I could receive help in setting it up. Did you do any of that? If not then that's unfortunate. Though, again, I can't see how you could review things you didn't actually use.

0 of 0 people found the following review helpful

#### Just try it

by the_Xander Dec 02, 2007 at 21:07

I tried NA engine as of version 0.46 and quit the program pretty quickly because of the unusual way things are handled.

I came back few months later and bought the indie license immediately.

Why? Because this engine isnt just an engine, its a philosophy.
If you fall in love with this, you wont go back anymore.

The developer must be some kind of brain that is plugged directly to the development machine.

This engine doesnt suite someone that isnt aware of OOP, or at least programming.
But if you want to learn how to code, learn this engine.

The VC# solution that comes with the engine is well organized and polished, so that things can be found intuitively.

Addition of entities and logic is easy and straightforward after getting the philosophy.

I could tell so much more, but please, try it!!! And if you like it, buy it!!

By buying this engine you make at least two persons happy:

- the developer, because you know, money can be pretty motivating.

- me, because the happy developer will improve my favourite engine :)

Cheers.