![]() Better dynamic shadow support for things like palm trees being moved by wind.Animations have been separated from a model's files and now lie in their own file format in a model's folders.Lipsynch support for speech during cutscenes.Support for creating complex in-game cutscenes.Serious Engine 3.5 uses Serious Engine 3, just like its predecessor, though there are very few changes between the version of Serious Editor 3 used in Serious Engine 3 and Serious Engine 3.5. Water surface physics for more realistic object interaction with water.This was most likely because it's more flexible or because it's easier to learn and/or use. A new scripting language, LUA, has been added to replace Serious Engine 2's Macro.Improved netcode for smoother online play that also takes advantage of modern internet connections like broadband.Bump mapping for more detailed texture surfaces.Better shadows, to go along with the improved lighting.Increased polygon count limit for models, which allows for even more detailed and complex models than what's been allowed before.Better lighting, which allows for more realistic lights in levels.For modders, a new scripting language has been added for them to learn. #Serious sam 4 developer upgrade#Serious Engine 3 is less of a dramatic upgrade than the changes from Serious Engine 1 to Serious Engine 2 were, but there are still some noticeable improvements, such as better lighting. A scripting language, Macro, that gives level designers more control over events like enemy spawning and allows for more complicated events without being overwhelmed by triggers.Model destruction (such as an enemy model being torn apart).Support for ragdolls for events such as enemies dying.Support for Bloom, amongst other “modern” lighting effects. #Serious sam 4 developer code#Improved code that allows more polys per model, letting designers create more detailed models.This version of the Serious Engine contains several notable improvements, such as ragdoll support, more post-processing special effects, and a scripting language for creating complex events in levels and coordinating enemy spawns. This lets someone playtest levels straight from the editor. Real-time calculations keep the level up to date while it's being worked on. Levels do not need to be complied in order to test a level.Support for high-quality terrain models, which can be used in levels. #Serious sam 4 developer series#
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