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Clickteam Fusion 2.5 has only integer coordinates. Also, it negatively influences on Box2D. ⇐ ПредыдущаяСтр 4 из 4
The engine doesn't support loading of code from the outside. Respondent 3. Pros: There are a lot of out of the box features. Animations, collisions, shaders, network library implementing the network protocol on the principle of IRC, physics, object's transform, object's movement presets. You can select a video card through which rendering will occur (useful for laptops). Cons: There is plenty of Windows-only features. Almost all libraries are designed for Windows-only. SDKs are different for different OS. Respondent 4. Pros: Program updates are in progress and they are visible. Monetization (AdMob, Appodeal). Flexible interface options. Data stores like ini, registry, XML, SQL, FTP, arrays. Cons: Event editor is not very flexible, no branching or hierarchy in events. General restrictions. Maximum animation frames: ~ 3000; maximum objects on the scene: ~ 20000; maximum sides in the object: 32; mathematical expression: 256 characters. All in-game things and events are connected with frame rate. GameMaker Studio Respondent 1. Cons: It's hard to make big projects. GameMaker Language has a strange structure. The language has classes without methods. All methods are located in global scripts and all is public/static. Language doesn't have adequate OOP. All GameMaker Studio assets are loading at the moment of game starting. Respondent 2. Pros: Prototyping on any other engine is not done so quickly (especially if a game is unusual). A big amount of built-in features. Extensibility. You can make, download, use DLLs. Almost all disadvantages can be solved with DLLs. GameMaker Studio equally stares at all computer genres. GameMaker Studio is like a clean sheet because it can do any game with equal labour. Cons: No visual editor for shaders/particles. The architecture of exported games is like a sandbox. Work with game resources is available only in the document folder and game folder. 3. " Magic" options which work principle is known only to GameMaker Studio developers. For example built-in saves, solid check mark, persistent check mark. Respondent 3. Cons: Enumerations are bad. No support of real vector graphics. Project hierarchy is poor. You have to prefix things like " spr_" because how weird it works. Everything is based on integers. The instance ID system is confusing. No personal code libraries (also you can't create reusable code). 7. GM: S is being completely unpurchasable. Unity Respondent 1. Pros: Advanced prefab system (dynamic creation of objects). Powerful analytics system. Plenty of different abstractions. Own shaders system (and their creation). Cons: 1. Despite C# is a powerful programming language, C# isn't created for games. C++ is more suitable for that purposes. Somewhere simplicity may annoy you. Respondent 2. Pros: Unity uses a modified version of Box2D. Sprite packing. Good price. You only have to pay anything after you have made over 200.000$ - and even then, in comparison to earnings, it is a very small amount. Cons: Lacking many out of the box functionality or good out of the box functionality. An overflow of bad content to learn from. Respondent 3. Pros: Convenient integration with ADs and IAP. A good realisation of particles. Cons: 1. " Super object" architecture. Semantically incomprehensible code. It's hard to make non-standard physics. Poor animator, so it's hard to make 2.5D games. Unity doesn't support old smartphones. Godot Respondent 1. Pros: Extremely low weight. Despite the weight, in theory, any of the tasks can be done. Godot is able to import scenes from Blender. You can add 3D objects in a 2D scene. The program is fully translated in many languages. Ability to use any programming language due to NativeScript. Dendritic system of objects/functions/scenes. Respondent 2. Pros: Writing netcode is very easy. Signals. Signals are Godot’s version of the observer pattern. They allow a node to send out a message that other nodes can listen for and respond to. For example, rather than continuously checking a button to see if it is being pressed, the button can emit a signal when it is pressed. |
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