Radon Labs (http://www.radonlabs.de/)
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Nebula Device is an open source realtime 3D game/visualization engine, written in C++. Version 2 is a modern rendering engine making full use of shaders. It is scriptable through TCL/Tk and Lua, with support for Python, Java, and the full suite of .NET-capable languages pending. It currently supports DirectX 9, with support for OpenGL in the works. It runs on Windows, with ports being done to Linux and Mac OS X. new game framework called Mangalore can now be used on top of Nebula 2 to reduce the time and complexity involved in building games.
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I bellive in some close time Nebula will be better even than Unreal Engine 3!!!
Myself used Nebula2 for the development of online action game Tapa Online (www.tapaonline.com)
The engine is very powerful to develop commercial titles.
Performance including particle systems is nice and TCL scripting makes everything easy from tool development to game scripting. GUI system is good enough to develop online game GUI.
The lack of export tool for Max is overcome now. So you would not have problems with tool chain as I suffered from the project beginning.
Nebula is not that complicated compared with other commercial engines like Gamebryo. Nebula is rich in feature. So you need to study quite bit as 3D programming itself is quite challenging subject.
Can someone help me I see that all of you know what you are doing so please hlp me on how to even start Nebula Device 2 I tried everything and its not working I downloaded it from http://sourceforge.net/projects/nebuladevice but I dont know why its not working.
who told that the engine is hard to learn,it is one of the easiest engines i have ever used ,Also with the upcoming game framwork "Mangalore" using the engine will be even easier.
This engine has many features that makes it different from any other game engine specially in the objects managment and scripting interfaces.
three games using the engine are just announced on
visit www.nebuladevice.org to have a quick look on them.
I've been following the development of this engine for some time now and it's really coming along. It was one of the first open source engines to make really good use of the scene graph and many associated tricks and optimisations.
There is kind of an internal heirarchical object filesystem/database that allows one to easily interact with the scene. It is reminisicent of some of the features of plan 9 where all datastructures are some how represent on the filesystem. The builtin TCL scripting allows you to set up so much quickly and easily. The distiction between data and code is blurred. The TCL language and associated WISH windowing toolkit allows you to create tools and editors from the game engine by merely creating the script to run the requisite widgets. A nice example was the old particle editor that was present in a previous version (not sure what happened to it).
The design of the engine code makes use of many design patterns and it's quite intuitive. However because of the design flexibility and features it's probably not suitable for a raw beginner (but few engines are).
The commerical tools package that is available for Nebula Engine is wonderful. It allows you to create content and view it directly in the game engine at whim.
I strongly believe this engine is one of the best offerings available. Sadly there are few community tutorials and examples of what can be achieved with this engine which is why I think it is under represented amongst hobbiests. I believe features within the commerical toolkit would lend an artist to actually enjoy working with the engine.
Hi. We are in our game's design phase and I was conducting some research on the free engines available out there. I've tried lots of them(around 6-7). The Nebula 2 was one of the first, but I've abandoned it quickly, because it was too complicated at first sight and it didn't have enough tools. But after looking at other engines, I've returned and give it a try with Nebula 2. It's absolutely amazing, it's the best design of an engine you could possibly see. It's very robust, very abstract and very easy to use. The tools problem is not a problem at all, because of the community support. The only thing it is really missing is a level editor, but an in-game level editor should do it. So don't hesitate to use it, because it looks complicated, because it's not.
Many people say that OGRE is one of the best Engine. But how some of them noticed, it's more like just a Rendering Engine. And this is the biggest difference between this Engine and OGRE Engine. Nebula has already participated in over than 15 commercial games. OGRE - not. Many people do not choose Nebula 2 Engine because of it's complexity. But don't be a fools. Use Nebula 2. All other free OpenSource Engines do not have a such powerful and extendable core like this does.
Nebula2 is indeed the best free engine out there. In Nebula2 you can find anything that you need to develop modern games. It's not as easy to use as other engines, differs from teh rest, but TCL scripting speeds up the process. For professional game development, Nebula2 is the best choice.
In my opinion Nebula2 is the best 3d engine with free sourcecode. Ok it is not very easy to use, but it is very powerfull. And if I compare it with other (not only free) engines, I see the power of Nebula2.
A very interesting architecture, but the engine is hard to learn and understand. Mostly all popular scripts are supported by the core and the contribute modules like: TCL, Lua, Python and some more. Needs further development, documentation and some basic tools (export, level-design...).
the nebula device can be a great learning experience for everyone. the very well integrated scripting allows unexperienced people to get things running quickly, especially because the nebula device abstracts scripting in a way that led to every major scripting language being supported by the engine through community packages. for the more advanced programmer the engine offers a great opportunity to see excelent design in action.