Neoaxis






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Neoaxis Business claims

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NeoAxis is a 3D game framework that includes all the libraries you need for 3D rendering, physics, particles, sound, GUI, and more complete editing tools.

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NeoAxis is a 3D game framework that includes 3D rendering, physics, particles, sound, GUI and everything you need, as well as more complete editing tools NeoAxis with the most powerful open source engine Ogre as a rendering engine to support all. Language

About NeoAxis / Neoaxis Editing

The NeoAxis Game Engine is a full-featured, modern, three-dimensional 3D graphics emulation, visualization and game engine. The NeoAxis engine is a complete integrated development environment for creating 3D virtual worlds including 3D virtual worlds, AAA games, and realistic interactive 3D graphics simulations. With a real-time 3D engine and a full-featured tool suite. The NeoAxis engine is a first-class technology that can be easily adapted to various projects due to its well-designed and flexible tool software. Many of our customers claim that they have never seen this extremely effective, easy to understand code. Engine NeoAxis non-commercial license for non-commercial applications and learning NeoAxis engine. This SDK includes the NeoAxis engine demo, which shows almost all NeoAxis functionality. Also demo includes Resource Editor and Map Editor so that you can start your project development. For Games The NeoAxis engine includes all the features that are most requested for game development. It includes all the modern graphics, physics and game project audio features. Powerful NeoAxis tool will save your project development time. A wide variety of games, from AAA games to casual games, can create NeoAxis. Complete Game Framework The NeoAxis engine contains a wide range of base classes for developing fast and intuitive game projects. Its contents include: Framework to create new game types Scalable grid-based path search system Water volume with actual impact and splash reduction Site Manager Units Intelligence units, people, vehicles, weapons, bullets, explosions, and more

Learn NeoAxis / Neoaxis editor

Before you start learning NeoAxis, you need to do a few things. Install the latest version of Dx9.0c If you are not sure if the machine is the latest version, you can go to Microsoft to download the Dx9 end-user runtime 2. Install. Net Framework2.0, I believe most people have installed the machine, but if someone does not, then you can go to Microsoft to download 3. Well, you can download and install NeoAxis 4. If you need to learn further development, I am talking about the development of code-level tools, rather than light play, you must install the C # development environment. This thing I do not provide a development environment, and recommend the use of Microsoft Visual Studio 2008, of course, if you have 2005 or 2010, then no problem. This is relatively large, we can slowly download, a moment and a half do not have access. Ready to end, 1-3 is a must, when you complete the 1-3 steps, please continue to read the installation End NeoAxis, let us open the directory to look inside the API Reference is his API document, but no See the value, because they did not finish, which is only a pile of function name ... More important thing is the Resource Editor and Map Editor, he is the core tool for editing, but also the primary content of the early primary Another you can Run about Demo.exe, look at some of his Demo, the effect is quite good. If you can not run, it shows you the tragedy of the machine below, we do a little Demo Demo Open the Map Editor, a new map The first step, we give the world a dark sky body. In the right to find BlueDaySky Entity Types and selected, and then click the black place, is not to see a hemispherical sky body? Glossary: Sky body Sky body is the basis of most 3D games. Because the 3D world is space, in order not to see the black area, so the camera surrounded by a body in the sky. So the worst case players can see the blue sky and white clouds. Sky body generally has several forms, such as we are now using the hemisphere. There are some practices that use the box, which is a hexahedron. But in fact the bottom of the box is basically invisible (because we have the ground), so there are also used to do the five-sided sky box. Plus the sky is necessary to increase the earth, we find Heightmapterrain in Types-Base and select, click Add to see the green grass of the not? This is the basis of the height of the map Explanation of the terms of the ground: height map in a lot of outdoor 3D games commonly used in height map technology as a terrain base. Height map is actually a gray-scale map, each pixel with a gray-scale gray value to represent the actual height of each point on the ground, and then after rendering into a high and low terrain. Below we can start editing the terrain, MapEntities in the above double-click HeightmapTerrain, Properties window will see the Edit button, press down, there will be a small edit window. See the window in the Tool in the drop-down window, Raise is raising the bottom, Lower is lower, the other I do not wordy, and try to know is valid. The following shape is the shape of the brush, Radius is the role of the radius and impact radius, Strength is to adjust the intensity. When you select the Paint option in the Tool, it means brushing the color on the bottom. Now you see that we have Base and second two Layers, which is to brush these two colors, try to brush about ~ ~ Here we look at how to add their own definition of the bottom of the color. First, edit the edit window to switch off, temporarily less than the. In the HeightmapTerrain property page, find Layers this, according to "..." point to open the window, we have just used to see the Base and second layer of the bar, click Add to add a layer. Then add BaseMap, DetailMap, and NormalMap to the property. Because of the time I added BaseMap: Maps \ TankDemo \ Resources \ Terrain \ Rock_Diffuse.dds and NoramlMap: Maps \ TankDemo \ Resources \ Terrain \ Rock_Normal.dds directly, TimeMap is empty. Glossary: BaseMap, DetailMap and NormalMap BaseMap is the base color you need, that is, background color. If you do not have special needs, then add this ok DetailMap is the details of the map is covered in the BaseMap on the layer of detail texture NormalMap may be more complex, he is a use Shader technology according to the phase diagram re-calculate the texture of light intensity, Textures even if not a lot of the surface can also look a bumpy technology to enrich the details of the texture and then point to determine the next Edit, see if there is already added something? Light has a bottom does not look good, we add a sea bar to find Types.Special of WaterPlane, click Add. See the sea, but the color does not seem to overlap and the bottom? That is because the bottom and the sea are the height of 0, so the rendering sequence in question. We raise the sea a little bit of it, double-click to select WaterPlane, find Position in the property, the height is set to 0.5. Note that, NeoAxis axis is the Z axis up, so you need to fill z value of 0.5 can also need to set a physical height, the PhysicsHeight attribute to fill a 1 bar Oh, you can play on the following For a while, I also painted a picture, as shown how? Is not it a bit like? To run the game, you need to add a birth spot to find SpawnPoint in Special. Once selected, you can place a small yellow flag somewhere on the map. This is where the character was born. Now you can click Above the arrow to run the game, go stroll it ps, the water inside can swim Oh, you can see the back of the swim and then you feel strange? Bottom color black, in fact, because we have no light on the scene! Locate Base.Light and click Add One. How is the cone-shaped lamp? We need a parallel light source (like sunlight), double-click the Light you added, find LightType in the property, change to Directional, and change y to 300 in the Rotation to have the light source have an incline. Glossary: Light For 3D games, light source calculation is very important. He also affects the model of light and shadow of the two elements, that is, affect the game screen effect the most important factor. However, the more light, the greater the calculation of the program, so generally we do not agree that the same area has more than 3 light source light is not enough light, we also need to bake about Lightmap, the next step, add a Base.StaticLightingManager , And then select him, click Calculater, found that the number of light sources 0, the original just added Light does not turn on static light support. Back to select just the Light, the AllowStaticLighting open. Again select StaticLightingManager, you can start Start baking. Baking speed is a bit slow, you can have a cup of tea break. Baking end, click on run to see, is not it? Glossary: LightMap LightMap is a 3D game will be used in a shadow technology. In fact most of the shadow of 3D games will be divided into dynamic shadows and static shadows. Dynamic shadowing is generated in real time, but the computation is huge, it affects the efficiency, generally only the movement of objects will use this shadow, such as moving people and vehicles. Other static objects, all using LightMap, are pre-rendered on the ground. So in the actual operation does not need to dynamically calculate such as buildings, trees will not move the shadows of these objects, and significant savings in efficiency

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