A powerful procedural engine. Generate parameterizable 3D scenes and game objects at design or run time using Sceelix's unique node-based language and integrate your creations directly into your game engine.
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Release Date:
Sep 6, 2016
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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We chose this Early Access approach because we need support and feedback from the game development community to make Sceelix the best that it can be, keeping development in the right path and focusing on what the community really wants. Sceelix’s success depends on your collaboration. We’re excited to get it going! :)”

Approximately how long will this software be in Early Access?

“We plan to release the full release of Sceelix by the end of this year.”

How is the full version planned to differ from the Early Access version?

“The full version of Sceelix will be more polished. From now until the 1.0 version we plan to release frequent updates, optimising Sceelix’s engine, removing any bugs that might be found, work on new functionalities and extend documentation.”

What is the current state of the Early Access version?

“Sceelix's core functionalities and what is showcased in our main trailer is working.
We have quite a large set nodes already and anyone can create new ones using existing nodes or our API.
We have developed examples that come preloaded with Sceelix that showcases its capabilities to compensate for the limited documentation at this state.
Any questions you might have can be asked and addressed in our Answers section of our website (http://www.sceelix.com/answers).
We also have forums (http://www.sceelix.com/forums) where anyone can discuss all things Sceelix: problems or bugs you come across, share your own plugins and nodes, or show-off your projects.”

Will this software be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features. With version 1.0 we expect to implement a subscription based model.
When you buy Early Access you are buying not only the beta versions but also versions 1.x.

How are you planning on involving the Community in your development process?

“As mentioned before: "We chose this Early Access approach because we need support and feedback from the game development community to make Sceelix the best that it can be, keeping development in the right path and focusing on what the community really wants. Sceelix’s success depends on your collaboration."”
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Recent updates View all (12)

May 22

Sceelix 0.8.6 Update

We have launched a new Sceelix update, version 0.8.6.0!

This update introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac. 

Major Introductions
The first major novelty in this release is the introduction of  the Point entity, which represents a single location in 3D space. Although seemingly simple, it provides the base for many new generation possibilities, especially for building random or pattern-based distributions of objects. For instance, the new "Point Create" node can create random, non-colliding placeholders on a surface or mesh entity, which can then be turned into more complex objects. It works as a standard Actor, which means that it supports all previously existing operations such as translation, rotation, scaling and, more importantly, insertion.

The already existing surface entity has been target of some heavy redesign. Originally, all surfaces were original bound to one heightmap, one colormap and one normalmap. Now, it features a layer-based architecture, which means you can stick to the layers you want, and as many as you need. As a result, surface creation is now faster, lighter and more flexible. Instead of a single colormap, you can create "blend maps", and as many as you need. Many new operations are available, but the working process is the same: creating, loading, painting and saving remains very similar and as simple as before.

Another very striking introduction in this release is the support for geographic data! The newly created "GIS Load" node will load Esri Shape files, while the "OSM Load" will load Openstreetmap files. These nodes read commonly used features such as points, linestrings and polygons into Sceelix points, paths and meshes, respectively, while their associate data is loading into Sceelix attributes. These are only the first in a set of upcoming features toward procedural creation of real-world environments.

Finally, there were several interesting UI additions, too. The graph editors will now display the amount of passing entities at each port, making the flow of entities much easier to follow. Also, for once, you can now drag and drop your graph files into the graph canvas to use them as nodes (in addition to the standard node menu). We have also worked on a better connection between the Data Explorer and the 3D Viewer , so that the selection on one will affect the view on the other.
 

Minor Introductions
As usual, there have been several new (smaller) additions, changes and fixes.

Several nodes were improved, both on robustness, functionality and performance.  Many error messages have improved for readability and clarity. Most of the old surface nodes were deprecated, due to the mentioned change in its design. Also, the Actor Transform node has been unfolded into 3 new nodes - actor translate, actor scale and actor rotate, due to their relevance on their own. The new Actor Insert node now features some interesting one-to-one, one-to-many and many-to-many matching options. Actor group transformations had some issues with scaling, but they have been addressed.

On the UI level, there were some additions to the project explorer, including the possibility to track the currently viewed item in the document area. Many issues on the graph editor were fixed, from documentation tooltips to node coloring and encapsulation. The 3D viewer had some performance upgrades, especially when viewing large complex paths.

We have updated our samples in both structure and content.  The "Demos" folder will be the place for more elaborate showcases, while the "Examples" folder will stick to some simpler use cases of the many available Sceelix nodes. "Learning Concepts" (formerly "Tutorials") will provide some more conceptual topics of graph manipulation.

For the complete and detailed list of additions, changes and fixes, please check the Sceelix website.
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March 28

Sceelix 0.8.5 Update

We have launched a new Sceelix update, version 0.8.5.0!

This update introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac.

Major Introductions

In this release, we have made a lot of effort towards improving our documentation. All our nodes has been fully documented, so that the purpose of each parameter is more clear through their html-based tooltips. The same are now available in the designer options.



Message logging is now more helpful than ever. Clicking a message issued by a node will focus on it, making it easier to locate the source of warning and errors. Some issues, such as node deprecation and input data mismatch are now notified.

Our graph editor has also suffered some visual changes: the edges are now rendered as bezier lines and are now displayed with a dotted pattern when disabled. These should make edge convergence and divergence around ports easier to visualize and understand. While we were at it, we've also improved the overall rendering quality of the node ports.



We also took the opportunity to perform some heavy code restructuring, having made our C# API more stable and consistent, preparing also for features to come. We have updated our C# samples and Visual Studio templates to reflect these changes.

Minor Introductions

This release is also especially rich in extra options, optimizations and bug fixes.

Several nodes had some bugs fixed, were made more robust or made more versatile.

Graph/resource renaming now shows a proper progress window (instead of hanging the UI) and only updates files that are really needed.

The 3D renderer has some extra options for framing and rendering, and its camera control issues with scaled UIs have been fixed, as well as some problems with materials.

For the complete and detailed list of additions, changes and fixes, please check the Sceelix website.
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About This Software

A powerful procedural engine


Create parameterizable 3D scenes and game objects at design or run time using Sceelix's unique node-based language and integrate your creations directly into your game engine.

With Sceelix you can:

  • Reduce production time
  • Create all different types of content using our single, easy to manage, unique, visual, node-based language
  • Create the final content or quick prototypes
  • Generate the same or different content every time you run your game (design/run-time)
  • Assign behaviours, physics, textures, etc procedurally
  • Manipulate placeholders procedurally and swap them with your own creations and prefabs
  • Create new nodes composed of other nodes or by using Sceelix's complete API

What do I get with Sceelix Early Access license?



System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or better
    • Processor: Intel Core 2 or AMD equivalent
    • Memory: 512 MB RAM
    • Graphics: 512MB Video Memory
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 7 or better
    • Processor: Intel Core I3+ or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: 2GB Video Memory
    • DirectX: Version 12
    • Storage: 750 MB available space
    Minimum:
    • OS: Mac OS X version 10.7 (Lion) and later
    • Processor: Intel Core 2 or AMD equivalent
    • Memory: 512 MB RAM
    • Graphics: 512MB Video Memory
    • Storage: 250 MB available space
    Recommended:
    • OS: Mac OS X version 10.7 (Lion) and later
    • Processor: Intel Core I3+ or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: 2GB Video Memory
    • Storage: 500 MB available space
    Minimum:
    • OS: Ubuntu, Debian, RedHat, CentOS, Fedora, SUSE
    • Processor: Intel Core 2 or AMD equivalent
    • Memory: 512 MB RAM
    • Graphics: 512MB Video Memory
    • Storage: 250 MB available space
    Recommended:
    • OS: Ubuntu, Debian, RedHat, CentOS, Fedora, SUSE
    • Processor: Intel Core I3+ or AMD equivalent
    • Memory: 2 GB RAM
    • Graphics: 2GB Video Memory
    • Storage: 500 MB available space
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