Documentation

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=== Getting Started ===
 
=== Getting Started ===
* '''[[Documentation/Getting Started|Getting Started with SDK.]]'''
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* '''[[Documentation/Getting Started|Getting Started with SDK]]'''
  
 
=== Toolset ===
 
=== Toolset ===
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=== Import Content ===
 
=== Import Content ===
  
* [[Documentation/Tutorials/Export models from Autodesk 3ds Max|Autodesk 3ds Max.]]
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* [[Documentation/Tutorials/Export models from Autodesk 3ds Max|Autodesk 3ds Max]]
* [[Documentation/Tutorials/Export models from Autodesk Maya|Autodesk Maya.]]
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* [[Documentation/Tutorials/Export models from Autodesk Maya|Autodesk Maya]]
* [[Documentation/Tutorials/Export models from Blender, Autodesk Softimage and other packages with using intermediate format|Import from file (FBX, COLLADA and many more formats).]]
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* [[Documentation/Tutorials/Import models from file|Import from file (FBX, COLLADA and other formats)]]
  
 
=== Tutorials ===
 
=== Tutorials ===
  
* [[Documentation/Tutorials/Creating a Simple Map|Creating a simple map.]]
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* [[Documentation/Tutorials/Creating a Simple Map|Creating a simple map]]
* [[Documentation/Tutorials/Creating a Simple Object Type|Creating a simple object type.]]
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* [[Documentation/Tutorials/Creating a Simple Object Type|Creating a simple object type]]
* [[Documentation/Tutorials/Creating a complex dynamic object|Creating a complex dynamic object.]]
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* [[Documentation/Tutorials/Creating a complex dynamic object|Creating a complex dynamic object]]
* [[Documentation/Tutorials/Main Character Replacement|Main character replacement.]]
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* [[Documentation/Tutorials/Main Character Replacement|Main character replacement]]
* [[Documentation/Tutorials/Making sky (sky box, sky dome and other methods)|Making sky (sky box, sky dome, other methods).]]
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* [[Documentation/Tutorials/Making sky (sky box, sky dome and other methods)|Making sky (sky box, sky dome, other methods)]]
* [[Documentation/Tutorials/Adding a new language|Adding a new language.]]
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* [[Documentation/Tutorials/Adding a new language|Adding a new language]]
* [[Documentation/Articles/How to improve performance and reduce loading time|How to improve performance and reduce loading time.]]
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* [[Documentation/Articles/How to improve performance and reduce loading time|How to improve performance and reduce loading time]]
  
 
=== Components ===
 
=== Components ===
  
* [[Documentation/Articles/Overview of Full-Screen Effects|Full-screen effects.]]
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* [[Documentation/Articles/Overview of Full-Screen Effects|Full-screen effects]]
* [[Documentation/Articles/Overview of Portal System|Portal system (invisible geometry culling).]]
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* [[Documentation/Articles/Overview of Portal System|Portal system (invisible geometry culling)]]
* [[Documentation/Articles/Overview of Animation System|Animation system.]]
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* [[Documentation/Articles/Overview of Animation System|Animation system]]
* [[Documentation/Articles/Overview of Object Components|Object components.]]
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* [[Documentation/Articles/Overview of Object Components|Object components]]
  
 
|}
 
|}
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* Portal System \ [[Documentation/Entity_Types/Base/Zone.type|Zone]] — Zone. It's a part of the Portal System.
 
* Portal System \ [[Documentation/Entity_Types/Base/Zone.type|Zone]] — Zone. It's a part of the Portal System.
 
* Special \ [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager]] — Used to create cut-scenes.
 
* Special \ [[Documentation/Entity_Types/Special/CutSceneManager.type|CutSceneManager]] — Used to create cut-scenes.
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* Special \ [[Documentation/Entity_Types/Special/Freeze Objects Manager.type|Freeze Objects Manager]] — The manager for management freezing of the object for optimization purposes.
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* Special \ [[Documentation/Entity_Types/Special/Freeze Objects Area.type|Freeze Objects Area]] — Area for Freeze Objects Manager.
 
* Special \ [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint]] — Helper point.
 
* Special \ [[Documentation/Entity_Types/Special/HelperPoint.type|HelperPoint]] — Helper point.
 
* Special \ [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion]] — Trigger area that will make the player change level.
 
* Special \ [[Documentation/Entity_Types/Special/MapChangeRegion.type|MapChangeRegion]] — Trigger area that will make the player change level.
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== Programming Articles ==
 
== Programming Articles ==
  
{|
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* [[Documentation/Programming_Articles/Introduction to SDK Structure|Introduction to SDK structure.]]
|width="500" valign="top"|
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=== API ===
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* [[Documentation/API Reference|API Reference.]]
 
* [[Documentation/API Reference|API Reference.]]
 
=== Articles ===
 
* [[Documentation/Programming_Articles/Introduction to SDK Structure|Introduction to SDK structure.]]
 
* [[Documentation/Programming_Articles/Transferring the project to the new engine version|Transferring the project to the new engine version.]]
 
* [[Documentation/Programming_Articles/Entity System|Entity system.]]
 
* [[Documentation/Programming_Articles/Map System|Map system.]]
 
* [[Documentation/Programming_Articles/Overview of a GuiRenderer|Overview of a GuiRenderer.]]
 
* [[Documentation/Programming_Articles/Engine Console|Engine console.]]
 
* [[Documentation/Programming_Articles/Overview of TextBlock format|Overview of TextBlock format.]]
 
 
|valign="top"|
 
 
=== Tutorials ===
 
 
 
* [[Documentation/Programming Tutorials/Creation of an Entity Class|Creation of an entity class.]]
 
* [[Documentation/Programming Tutorials/Creation of an Entity Class|Creation of an entity class.]]
 
* [[Documentation/Programming Tutorials/Creation of a new Game Type|Creation of a new game type.]]
 
* [[Documentation/Programming Tutorials/Creation of a new Game Type|Creation of a new game type.]]
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* [[Documentation/Programming Tutorials/Creation of a new Posteffect|Creation of a new post-effect.]]
 
* [[Documentation/Programming Tutorials/Creation of a new Posteffect|Creation of a new post-effect.]]
 
* [[Documentation/Programming Tutorials/Adding a new custom input device|Adding a new custom input device.]]
 
* [[Documentation/Programming Tutorials/Adding a new custom input device|Adding a new custom input device.]]
* [[Documentation/Programming Tutorials/Creation of addons for the Resource Editor and for the Map Editor|Creation of add-ons for the Resource Editor and for the Map Editor.]]
 
 
* [[Documentation/Programming Tutorials/Adding a new localization file format|Adding a new localization file format.]]
 
* [[Documentation/Programming Tutorials/Adding a new localization file format|Adding a new localization file format.]]
 
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* [[Documentation/Programming_Articles/Overview of a GuiRenderer|Overview of a GuiRenderer.]]
|}
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* [[Documentation/Programming_Articles/Engine Console|Engine console.]]
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* [[Documentation/Programming_Articles/Overview of TextBlock format|Overview of TextBlock format.]]
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* [[Documentation/Programming_Articles/Transferring the project to the new engine version|Transferring the project to the new engine version.]]
  
 
== Additional ==
 
== Additional ==
  
* [[Documentation/Third-Party Content Creation Tools|Third-Party Content Creation Tools.]]
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* [[Documentation/Third-Party Content Creation Tools|Third-party content creation tools.]]
 
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== Old Articles to Update ==
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* [[Documentation/Articles/Overview of File System|Overview of file system.]]
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Latest revision as of 07:58, 15 June 2016

Go to higher level

Contents

Articles for NeoAxis 3D Engine

Getting Started

Toolset

Import Content

Tutorials

Components

Object Types

In the Map Editor each object has it's own type. You will find here a list of the base object types available in the SDK. In addition to these base types, you can create your own type of objects and place such objects in the Map Editor.

Root map object:

  • Map — Map object. This type is automatically created with a new map and can't be deleted.

Basic types:

  • Basic \ CollisionVolume — This type is used to create invisible obstacles on the map.
  • Basic \ DecorativeObjectManager — This type allows you to create a large amount of objects (like grass, trees, rocks) to quickly populate your map.
  • Basic \ Fog — Fog.
  • Basic \ GeneralMapObject — For objects without special behaviour.
  • Basic \ MapCompositorManager — This type is used for setting up post-processing effects on the map.
  • Basic \ ParticleSystemSource — This type is used as a particle source on the map.
  • Basic \ Region — An area you place on the map (can be used as a trigger).
  • Basic \ SkyBox — Sky using a cubic texture.
  • Basic \ SkyDome — Sky using a hemisphere.
  • Basic \ SoundSource — Sound source on the map.
  • Basic \ SpawnPoint — Spawn point for the player (or other units).
  • Basic \ StaticMesh — An object used for creating static geometry on the map.
  • Camera \ MapCamera — This type is used for placing cameras on the map.
  • Camera \ MapCameraCurve — This type allows you to create a camera path.
  • Lighting \ CubemapZone — Used to generate a cubemap texture of the environment.
  • Lighting \ CubemapZone_BoxParallaxCorrectedZone — Used to correct rendering reflections from cubemaps (CubemapZone.type).
  • Lighting \ LensFlareManager — Used to manage lens flares from the Sun light source.
  • Lighting \ Light — Light source.
  • Lighting \ StaticLightingManager — Allows you to configure and bake precalculated static lighting.
  • Lighting \ Sun — Sun light source.
  • Pathfinding \ GridBasedNavigationSystem — Pathfinding system based on a grid.
  • Pathfinding \ RecastNavigationSystem — Pathfinding system based on Navigation Mesh technology.
  • Portal System \ Occluder — Used for switching portals on and off. It's a part of the Portal System.
  • Portal System \ Portal — Portal. It's a part of the Portal System.
  • Portal System \ Zone — Zone. It's a part of the Portal System.
  • Special \ CutSceneManager — Used to create cut-scenes.
  • Special \ Freeze Objects Manager — The manager for management freezing of the object for optimization purposes.
  • Special \ Freeze Objects Area — Area for Freeze Objects Manager.
  • Special \ HelperPoint — Helper point.
  • Special \ MapChangeRegion — Trigger area that will make the player change level.
  • Special \ MapCurve — This type is used to set map paths (from point to point).
  • Special \ ObserveCameraArea — An area where the player can move the camera along a given path.
  • Special \ RenderableCurve — Allows you to create curves with any width, color and texture.
  • Terrain \ HeightmapTerrain — Heightmap-based landscape.
  • Terrain \ HeightmapTerrainManager — Heightmap-based landscape with support for streaming.
  • Water Plane \ WaterPlane — This type is used for creating water surfaces.
  • Water Plane \ WaterPlaneClipVolume — Additional type of WaterPlane to control reflection generation.

Additional types that can't be created directly in the Map Editor:

  • Decal — Decals are used to render bullet holes, blood traces, explosion burns etc.
  • ItemCreator — Used to generate items.

Programming Articles

Additional