NeoEngine 2 - Evolution (3D Game Engine)
We have been working for some time now on our new incarnation of our 3D game engine, NeoEngine. As we are moving closer to a stable 1.0 release we are now looking for developers interesting in trying it out for building games or game prototypes.
The engine itself is a fully featured 3D game engine written in C++ with all the features needed to build a game, including rendering, sound, scripting, input, scene management, animation, collision detection, physics and gui. The rendering backend supports both DirectX and OpenGL, and the engine itself supports Windows, MacOS X and Linux. It also comes with a full tool chain with exporters from popular 3D modeling apps, a scene editor, material editor, GUI editor, animation editor and various auxiliary tools.
The engine is available under both GPL and commercial licenses.
Available documentation includes API documentation (doxygen generated), a community Wiki, forums and bug tracker. We plan to put a lot of effort into the documentation over the next few months.
So where does this post fit into all of this? Since we are looking for more people to use the engine for different kinds of projects, we now offer anyone on these boards interested in trying out the engine to do so, and if you decide to use the engine for a game or game concept we will give you a commercial license for free.
Sounds interesting? Want to know more about the engine or the exact details of this license offer? Send us and email though our website (select NeoEngine Licensing as subject):
For more information about the engine itself see our webpage:
Sources are available under GPL from
I saw neoengine a few years back and was quite impressed, good to see it's still going
This engine looks cool and perfect for indies.
Something that would make it even cooler would be a Python binding.
My ideal environment these days would be a 3d engine as clean and simple as blitz 3d, but with clean and simple language binding to something like Python.
Oh and I'm a big mac head these days so cross platform is important too.
I really like blitz max, and was really looking forward to max 3d, but as my projects got bigger, the shortfalls in the language (or libraries) really started to hurt me.
NeoEngine 2 - Evolution free license offer
MrQ: If you refer to the old codebase I think you will like this new version even more. It's a lot more stable, well designed and has more features, as well as a much improved tool chain.
Jay_Kyburz: Cross platform is very important to us. As mentioned we support Windows, MacOS X and Linux. The build environments we provide support for is:
Windows: MSVC++ 7.1 or later, Code::Blocks+MinGW, SCons+MinGW
MacOS X: XCode 2.x
Regarding python bindings we have started making bindings for some parts of the engine to be able to integrate with Blender. We expect to complete this binding library before our 1.0 release, along with Blender support.
There is also Lua scripting support built into the engine with bindings to most higher-level functionality.
The engine itself is completely stand-alone with no third-party dependencies. The test-cases and tools use wxWindows, but we provide precompiled libraries for wx for this use.
Great news Arithon,
And yes I was refering to the old neoengine1 codebase. I'm really keen to check this out, I will be keeping it in mind for any future 3d projects as I was really impressed with the what I saw of the old engine. Cross platform is a great bonus, you should look into some nintendo wii support for me
What do you mean by blender support? I searched you wiki and forums and got nothing on blender(maybe I'm blind ).
DO you mean converting blender games to your engine. Now that would be great. Now if thats the case I'd like to know the price.
NeoEngine 2 - Evolution free license offer
It was never our intention to make an engine that is supposed to be used only through some other language than C++. It has always been the goal to make an engine that you use mostly through C++ with some parts in a scripting language of choise.
From that point of view I guess you are not our ideal client However, since we have gotten some feedback asking about (for example) complete python bindings we will consider improving these bindings to the level where such a use is possible. Stay tuned.
Wow, that would be a wonderful commitment, and challenging too. I once helped create a set of Modula-2 bindings for all of Inside Macintosh. It was a brutal, dull grind. At least Python has Pyrex and Ctypes and a few other helpers to make the job easier.
Originally Posted by arithon