Neo Editor features

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  • Easy to use user interface based on the FLTK toolkit
  • What you see is what you get
  • Simple tweaking of values using the mouse
  • Easy to use color chooser
  • Manage and configure behaviors
  • Import of non-native 3D assets using Assimp
  • Management of sounds and lights
  • Management of text objects
  • Physics property editing
  • Automatic asset updating
  • Automatic publishing for the current operating system
  • Play testing in the player to show the actual product
  • Play testing inside the editor for a fast development process
  • Basic profiler to see how fast the CPU based update or the GPU based rendering is

Engine features

Graphics features

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  • OpenGL based forward rendering
  • Realtime per pixel lighting
  • Soft shadows using a PCF algorithm
  • Multitexture support
  • Normal and Specular map support
  • Customizable by using external GLSL shaders
  • Text rendering supporting the TTF file format
  • Support for OpenGL 2.x, OpenGL4 .x and GLES2

Script features

  • Support for Lua and LuaJIT virtual machines
  • Big library of Lua functions to interact with the engine
  • Per object attribute system
  • Lua scriptable behavior which can be attached to objects in the level

 Input

  • Uses SDL2 to deliver a hight quality input experience
  • Realtime keyboard and mouse input
  • Controller and joystick input
  • Controller hotplugging

Sound

  • Uses OpenAL Soft  for a wonderful 3D sound experience
  • Support includes WAV and OGG file formats

 Materials

  • Supports material animation
  • Multilayered UV maps
  • Customizabilty by using GLSL shaders
  • File formats include JPEG, PNG and TGA files.

3D-Assets

  • Uses Assimp to allow loading of non-native meshes, materials and animations.
  • Support includes: OBJ, DAE, 3DS, B3D etc.
  • Full compatibility with the official Maratis3D mesh exporter for Blender

Physics

  • Uses Bullet physics for fast and easy to use game physics
  • Rigidbody simulation

Miscellaneous

  • Support for basic multithreading in your C++ game plugins

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