direct access to objects behaviours by rightclicking in the project view Sorting objects/classes depending on the platform you want to build your application for Now I dont need to add an extra debugger-object. Forth, the new output-option on the default debugger is a nice extra-cookie. Third, DirectX11 was also way overdue and you can now finally build applications using relativly modern graphical interfaces. If they would now add an option for making an optional "else"-case, I would be totally happy with the overall flexibility on creating your games logic. Second, adding child-events was way overdue. With this update that came just in time, I can finally and completely simulate inheritance known in objectoriented languages, by using custom qualifiers. It bringt exactly those things speeding up your development, and supporting bigger projects that need alot more structures than small sized applications. I've yet to test the Parent Child systems properly and so I'll be updating this based on my impressions.įirst off: I hate steam not offering a rating between "like" and "unlike", because I would rate this "average" So if you rely on a particular shader you may want to consider this when purchasing as you'll be on DX9 until its ported. Clickteam have been very quick on bugfixes this time around.Įdit: Please note that some shaders aren't supported by DX11, P3D for example doesn't work with DX11 and we're waiting on it to be ported over. The object limit has been extended to 30,000 (up from 20,000) as it has been long proven the engine is capable of running such objects so long as the objects are relatively static this was important for me as I've tested code above 20,000 in the past, the engine can handle it but only if the objects aren't within the viewable area. Overall Fusion 2.5+ runs how the engine should have always run on modern hardware, the engine was held back by outdated rendering tech and now has been updated so as such the engine is faster than ever regardless of if you buy the DLC or not. The behaviours timeline switch is a god-tier UI addition which makes behaviours less tedious to work with. The editor itself runs more faster and stable though at the cost of a slightly longer load time. The profiler gives detailed logs as to what lines of code cause the most amount of FPS drops. I average about 20FPS higher in FPS under DX11 mode versus pre-patched Fusion 2.5.
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