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Clickteam Fusion 2.5 has only integer coordinates. Also, it negatively influences on Box2D.



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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