Neoaxis engine

Miscellaneous Forums/General Discussion/Neoaxis engine

I like neoaxis to a point. But the resource editor requires you to load up each mesh seperately and give it all its parameters one mesh at a time. Thats extremely tedious if you have a lot of unique scenery and gameplay pieces and there are so many functions to sift through its a royal pain.

I've already suggested to the author that some kind of parser for the two popular scene formats be provided for people whos exporters support them. I use 3dsmax and in that you can make multiple selections and add common functions like cast, recieve, static geometry groups, static geom ranges, edge lists and what have you globaly to your selection.

He seemed quite interested and maybe it will happen further along the road. Neoaxis is only at 0.51 and other than being somewhat tedious setting up your meshes, the main map editor is pretty nice, and there is a new update at least once a month.

If he finaly gets it working of the 360 like he originaly intended, I'd definately consider using it should there be an opportunity to get a game published on xbox live arcade.