To allow people developing closed source games to link statically to the engine,
we have decided to change the license under which the engine is release to the
Mozilla Public License
Merry Christmas & Happy New Year!
As a christmas present, we give you the long-delayed 0.6.3 release!
Webpages for tutorial 3 & 4
The webpages for tutorial 3 and tutorial 4
has been put online.
Updated tutorial pages
The webpages for tutorial 1 and tutorial 2
have been updated to reflect the latest version of the tutorials. Webpages for the rest of
the tutorials are under construction.
Updated API docs
API docs have now been updated to the latest release, and links to downloading
tarballs of the documentation pages have been added.
Platform build maintainers
In the effort of reaching a stable and complete API with bugfree implementation,
we are looking for people to take on the role of platform build maintainers. The
person will be responsible for building and testing the engine and other packages
before a release, and reporting bugs in the engine and build environments during the
development time between releases. The platforms/environments we need help with are:
The person does not have to write any code (unless he/she wants to :)), just report
bugs and build problems back to the developers. Interested? Drop an email
- Win32/MCVC++ .NET
- Win32/MSVC++ 6
Version 0.6.2 has been released! Grab the source and give feedback and ideas in the Forums!
We have new logotype proposals! Cast your vote in the forum thread at
There is now complete support for building the engine and extensions as static libraries
in CVS, and as a test I've built and uploaded binary release builds of all the
tutorials for Win32 here.
NOTE! You still need the Cg DLLs and the Microsoft
C/C++ runtimes for VC++ .NET (for some reason these ships as part of the .NET framework,
even though the basic C/C++ runtimes have nothing to do with .NET). If you don't have the
runtimes, you can get them here
We are currently flattening the directory layout of the CVS and also moving the extensions
into the main neoengine module for easier building and maintenance. Expect the CVS
to be semi-unstable over the next few days.
NeoEngine has got a new OSX maintainer in coadguy!
Rejoice! :) This means we will hopefully have full OSX support back in for the next release.
Anonymous CVS mirror
Gizmo has kindly provided a mirror for anonymous CVS since the SourceForge
anonymous CVS is completely unusable with the current delay of several days
from the real developer CVS. For information about how to access this mirror,
use the link in the Downloads section to the left, or read
this Forum thread
Added a link to the promising OpenFrag project.
KnisterPeter is wokring on a new interesting project, a scene viewer and
possibly future editor. Check out the Forum thread
Finally, 0.6.1 has been released! Some major API changes has been made in
preparation of the API "freeze" in the next release, so make sure you
take a look at the tutorials and API docs.
CVS state again
CVS code will undergo a few more major and minor redesigns again before
the upcoming release, among those a move to a NeoEngine namespace and drop
of Ne prefix on classes.
The CVS version will be unstable for a few days while I am redesigning
the core of the engine to move away from global object pointers for
The release dates on the roadmap have been delayed
due to real-life issues taking a lot of my spare time at the moment.
Meanwhile, the CVS snapshots should satisfy you bleeding-edge guys :)
Physics and collisions
There is now a physics and collisions tutorial in CVS, showcasing basic
rigid-body physics and box collision detection/response.
I've put up a weekly snapshot cron job that will pull and package the latest CVS source
every Monday night (to get all weekend commits considering the 24+ hour delay on anonymous
access on SourceForge CVS). You can see the links to the packages and the generated date
under Downloads in the menu to the right. Happy coding!
Update: I need to learn the difference between left and right...
As requested in the Forums, here are precompiled exporter packages:
And some support DLLs (if the target machine has not got the latest VC++ runtime get that as well, the exporters and engine binaries were built using VC++ .NET):
NeoEngine & NeoChunkIO
Exporter mania - Maya, Blender & 3DSMax
The Maya exporter has finally been updated to the latest version of the
engine, including some bugfixes and support for skeletal animations.
A first version of a Blender exporter script and python bindings for the
engine and chunkio library has been added to CVS by Jordi Rovira i Bonet
The 3DSMax exporter now correctly handles static meshes and skeletal
3DSMax 5 exporter
I have now committed a first version of a 3DSMax exporter plugin to CVS. It
correctly exports skeletal meshes at the moment, and will soon also handle
non-skinned meshes and animations. Stay tuned!
A sample application with correctly setup project files and autotools scripts,
as well as wrappers around Win32-specific entry points for non-console applications
has been added to CVS under the neoframeworks module. This provides a good
starting point for setting up a new project using NeoEngine.
Version 0.6.0 has been released! News include initial support for vertex and
fragment programs, new stencil shadow renderer, improved backends with new
render target design and render-to-texture functionality, and much more.
It means buckle your seatbelt, Dorothy, 'cause Kansas, is goin' bye-bye.
NeoEngine DevPak:s for Dev-C++ have been contributed by David Janssens.
Link available in the Projects & Extensions subsection, comments and
suggestions are more than welcome in this Forum thread
A new project using the NeoEngine, Vessel is a "fast paced first person shooter [...] in which your mind shall play the most important role".
Go check it out!
The game is released under GPL, which of course means that source code is
available (a great complement to the tutorials!)
Legends Of Saryia
The project Legends Of Saryia
has decided to use NeoEngine. From their page: "Legends of Saryia is a Free Medieval MMORPG (Massive Multiplayer Online Role Playing Game) currently in development. Project started in March 2003."
Got a project that uses the engine and want
some exposure? Drop me a mail at firstname.lastname@example.org or post in the
I have now begun an effort to write something in the Wiki each day.
Go have a look, and feel free to leave comments
or contribute to the content!
Version 0.5.0 is out! Too much new stuff to mention here, just grab it
and hack away :) Highlights are new scene graph, improved buffer management,
DirectX backend and endless other bits and pieces.
Call for arms!
A new link section has been added to the menu to the left, for projects and extensions using
the NeoEngine. If you work on a project using the engine and want some extra publicity, email
me at email@example.com with a short
description of the project and I'll add it to the section.
Tutorial 2, "Render Polygon & Basic Input" webpage online
The webpage for the second tutorial is online!
The webpage for the first tutorial is online! Please read and leave comments
in the Forums about style,
layout, information and suchlike, so we can improve things for coming tutorials.
The first tutorial can be found here:
New forums, phpBB powered
Thanks to Benjamin Ohloff, NeoEngine now has a new forum system powered
by phpBB. Please use these new forums instead of the old SourceForge
project page forums. Register, post, have fun! http://neoengine.sourceforge.net/phpBB2
Wiki documentation project
Thanks to Julius Trinkunas, NeoEngine now has a Wiki webspace aimed at providing
documentation "by users, for users". Check it out!
Finally, version 0.4.0 of the NeoEngine has been released! News and changes includes:
Grab the source, have fun!
- Extended material language
- MacOS X support
- FreeBSD support
- New tutorials
- Collision detection framework
- VRAM vertex buffers
- Triangle strips generation
- Networking subsystem
- Cleanups and optimizations
- ... and much more
The IRC channel #neoengine is now on server irc.freenode.net