Documentation/Articles/Overview of Game.exe

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Contents

Description

DemoIcon.jpg Game.exe is a demo of NeoAxis 3D Engine and the skeleton of your project at the same time. The application is a framework for the development of a project that includes menu system, managing of loading maps, demonstration of various project types, example maps and more.

Game.exe 001.jpg

Main Menu

From the main menu, you can proceed to download maps for different options, and more. Button "Run Demo Maps!" reviews the demonstration.

Main Menu:

Name Description
Maps Open window: Shows a list of available demonstrations. The window is described in below.
Save/Load Open window Save/Load, which allows you to load saved earlier state.
Multiplayer Multiplayer Open window for creating multiplayer mode.
Options Options Open the application settings window. The window described in detail below.
Profiling Tool Profiling Tool Open window profiling tool, which is available with an extensive performance statistics component of the engine. The window described in detail below.
Multi View Multi View Open settings window multi-port configuration. Allows you to adjust the screen division into several parts, as well as enable the output image on multiple monitors.
GUI Samples 1 GUI Samples 1 Open the first window with the examples of the user interface . It demonstrated various UI elements, including video player, as well as an example of a special shader GUI.
GUI Samples 2 GUI Samples 2 Open a second window with the example of a user interface, where you can familiarize yourself with the controls, containing a 3D scene.
About About Open the "About".
Exit Exit the application.

Main Demo Map

Maps\MainDemo\Map.map — main demo map Game.exe, from which you can run all the other cards. It consists of two connected spaces.

Game.exe 002.jpg

In the first room, you can find the terminal with a selection of maps to run.

Terminal with lists of maps

The second room is designed for a small demonstration of the engine as the basis for the games. In this room is the set of dynamic objects (including boxes and exploding barrels). And by the terminal can be generated on the map zombie or a huge beetle. Help get rid of them weapons that are scattered nearby.

The second room of the main map

Game Menu

During operation, the scratch card, pressing Escape, leads to opening the game menu.

Game menu

Game menu contains the following items:

Name Description
Maps Maps Open window with a list of available demonstrations. The window is described in detail below.
Save/Load Open the window Save/Load, which allows you to load saved earlier state.
Options Open the application settings window. The window described in detail below.
Profiling Tool Profiling Tool Open window profiling tool, which is available with an extensive performance statistics component of the engine. The window described in detail below.
About Open the "About".
Exit To Menu Exit to the main menu.
Exit Exit the application.
Resume Close the menu and continue the stimulation.

Next follows a description of some of the windows available in the game menu.

Maps Window

Window Maps, is a list of maps and descriptions of them. Below the list is a list of the latest maps — Recently loaded. At the bottom of the window, in the selection field Autorun map, you can configure the project, which will be loaded automatically when the application loads.

Window Maps

Options Window

Window Options contains settings of the application and common Engine settings. Settings divided by 5 categories, each of them is placed in the separated tab.

Tab Video

Tub Video allows you to configure the schedule..

Tub Video
Name Description
Resolution Resolution: Select the resolution of the screen.
Full screen Full screen: Enable / disable full screen mode.
Gamma Adjusts the brightness.
Render technique Enable / disable displaying graphics in wide-range color representation. You can select the standard output (Low Dynamic Range), 64-битный (High Dynamic Range) and the recommended by default.
Filtering Selecting texture filtering. Supported Trilinear filtering and Anisotropicfiltering, with the possibility of choosing the level of anisotropic filtering.
Depth buffer access Depth buffer access: Enable / disable the engine, at which stage in the process rendering will be generated special depth buffer .Grubin buffer enables advanced rendering technology such as soft particles Depth of Field, Light Scattering. Access to the depth buffer and anti-aliasing cannot operate simultaneously. Alternatively FSAA is an available solution based on shaders (FXAA), which can operate simultaneously with the ability to access the depth buffer.
Antialising Selecting smoothing. Access to the depth buffer and anti-aliasing cannot operate simultaneously. Alternatively FSAA is an available solution based on shaders (FXAA), which can operate simultaneously with the ability to access the depth buffer.
Vertical sync Enable/Disable Vertical synchronization.
Restart Restart the application using the modified settings.
Material scheme selection of materials. The scheme allows you to change materials algorithm of drawing materials. As an example, available mode "Low", which disables most of the material parameters.
Water reflection level selecting constructing water surface reflections.
Show decorative objects Enable/disable display of decorative objects, such as grass or small stones.
Show system cursor Enable / disable the display of the cursor operating system
Show FPS Enable / disable the display frame rate on screen.

Shadows tab

Shadows tab contains settings rendering shadows.

Tub Shadows
Name Description
Shadow technique Shadow technique: Choosing a rendering of shadows. Supported on the basis of the shadow maps (Shadowmap Low, Shadowmap Medium, Shadowmap High), shadows Parallel-Split Shadow Maps (PSSMx3 Low, PSSMx3 Medium, PSSMx3 High) and stencil shadows (Stencil).
Use map settings Use map settings: Enable / disable the use of the shadow map settings. Shadow details on the map is described in this article.
Shadow far distance Distance beyond which the shadows will not be displayed
Shadow color Coloring the shadows.
PSSM split factor 1 The first factor for PSSM- shadows. Determines the distance at which the end of the first texture to generate shadows and the second begins.
PSSM split factor 2 The second factor for PSSM- shadows. Determines the distance at which to stop the second texture to generate shadows and starts third.

Furthermore, this tab allows you to configure shadow maps (Shadowmaps) for different light sources. Light sources in the engine are of the three types:

  • Directional lights - aimed sources that do not have a specific reference point (forexample, Sun.
  • Spot lights - conical sources of light that has a starting point and a specific directions(e.g. a spotlight).
  • Point lights - point sources of light, shining in all directions from a specific point (e.g. a lamp).


For directional texture, adjusting the size (Size) of shadow maps. For the other two - the texture size and the maximum number (Max count) on the map such sources. In the case of textures for shadersare less than sources, the shadows will be displayed only on the nearest sources.

Sound tab

The sound settings can be found under Sound.

Tub Sound
Name Description
Sound volume Sound effects volume.
Music volume Volume of the music.

Tab Controls

Manage customizable tab Controls. Also on this tab, you can find a description of the used keys and buttons. In the Show control keys for the device you can select the connected devices.


Tub Controls
Name Description
Mouse sensitivity Mouse sensitivity. This parameter is split into two areas: horizontal (Horizontal) and vertical (Vertical) sensitivity. The higher the value, the more sensitive the movement of the mouse is detected.
Invert vertical Enable/disable vertical inversion. If the value is selected, the mouse moved on the vertical axis is inverted.
Always run Always run on/off running by default. If the value is selected, the user runs a character in a normal state, and while holding down the Shift key moves one step.

Keyboard Buttons Description

The following keyboard buttons are used in Game.exe.

Button or key Description
Basic buttons and keys
Up, W Move upwards. It can be used for ruling the personage, driving the transport or working with the camera.
Вниз, S Move back. It can be used for ruling the personage, driving the transport or working with the camera.
Влево, А Move left. It can be used for ruling the personage, driving the transport or working with the camera.
Вправо, D Move right. It can be used for ruling the personage, driving the transport or working with the camera.
Left mouse button Огонь или основное действие.
Right mouse button Fire from the additional weapon or a secondary operation.
Space Jump in case of rulling the personage and a parking brake in case of driving a car.
C Curtsy. It is used in combination with move or jump buttons.
R Weapon or tool overcharge.
E Using of the object, for example, opening the door. Usually a suitable prompting appears near the object that can be used.
Button 1 The choice of the weapon or tool number 1.
Button 2 The choice of the weapon or tool number 2.
Button 3 The choice of the weapon or tool number 3.
Button 4 The choice of the weapon or tool number 4.
Button 5 The choice of the weapon or tool number 5.
Button 6 The choice of the weapon or tool number 6.
Button 7 The choice of the weapon or tool number 7.
Button 8 The choice of the weapon or tool number 8.
Button 9 The choice of the weapon or tool number 9.
Shift Running. It is used in combination with moving buttons.
Z Change the speed to the faster one. It is used while driving the automobile.
X Change the speed to the slower one. It is used while driving the automobile.
Buttons and keys for creators
F7 (Mac: Fn+F7) Switch on the camera.
F8 (Mac: Fn+F8) Pause. It stops the simulation realization.
F11 (Mac: Fn+F5) Opening of the Window Profiling Tool.
F12 (Mac: Fn+F6) Make a screenshot. The screen pictures are put in UserSettings\Screenshots folder.
~ Open the console.
Page Up Draws the camera near the personage or the other object controlled in case of third-person working with the camera.
Page Down Hold away the camera from the personage or the other object controlled in case of third-person working with the camera.
Home Increases the camera flying height in case of third-person working with the camera.
End Reduces the camera flying height in case of third-person working with the camera.

Language tab

Language tab includes language settings. Here you can select the locale (language) in the Language. Autodetections allows the engine to choose localization in accordance with the language of the system. Restart button is used to restart the demonstration with the selected locale.


Tub Controls

Window Profiling Tool

Profiling tool window in real time displays detailed extensive statistics component of the engine allows tune visualization objects and more.

Window Profiling Tool

The information in this window is divided into 14 pages, which can be selected using the buttons < and >, or by selecting the desired page from the list. Below is a description of all the pages on the profiling tool.

Name Description
Frame Statistics The statistics frame. Statistics include information such as the total number of the triangles, the number of calls to render (draw calls), the number of light sources, the frame rate and the distribution of rendering time frame for system components and more.
Settings Settings. On this page you can select some or other objects that will be painted. It refers to both objects accessible scene geometry and effects, graphics and support for debugging.
Full-Screen Effects Full screen effects. Allows you to configure certain full-screen effects, as well as enable or disable them.
Time Management Time Management. Setting the scaling factors of time and pitch.
Rendering System Imaging system: Statistics on the graph: the number of textures, meshes, materials, shaders, etc.
Physics System Statistics on the physics of the scene: the number of bodies, joints, motors, etc.
Sound System Statistics on the loaded audio files, as well as virtual and real audio channels.
Entity System System objects. Statistics on the system include the number of classes of objects, the number of types of objects, the total number of objects, and so on.
Memory Management Memory Management: The usage of RAM the various components of the engine.
Assemblies and DLLs Assemblies and DLLs and shared libraries. List of used assemblies and dynamic link libraries.
Networking Network. List of network connections.
Input Devices Input Devices. Testing controllers connected: joysticks, gamepads and other inputs.
File System File System. Allows you to enable or disable registration file system requests and view the log of file operations.
Project Specific this page developer can derive additional information relating to the project.