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.
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.