July 09, 2020, 10:06:20 AM

Author Topic: AGK NEWS!  (Read 4739 times)

Offline c0d3r9

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Re: AGK NEWS!
« Reply #30 on: April 27, 2020, 09:44:41 PM »
Indeed.I have both but atm i use more studio.But without the scene-editor functionality.
And vulkan is massive faster i think.
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Offline Kris

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Re: AGK NEWS!
« Reply #31 on: May 06, 2020, 12:02:08 PM »

Offline Qube

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Re: AGK NEWS!
« Reply #32 on: July 01, 2020, 05:37:06 AM »
In case anyone is interested in buying AGK Studio then... AppGameKit Studio is on sale with 45% off
Until the next time...

Offline MikeHart

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Re: AGK NEWS!
« Reply #33 on: July 01, 2020, 06:02:36 AM »
What is the news on the street regarding an agk studio 2 and its effect on the rest?

Offline Qube

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Re: AGK NEWS!
« Reply #34 on: July 01, 2020, 03:16:51 PM »
What is the news on the street regarding an agk studio 2 and its effect on the rest?
Nothing yet apart from the usual wish list stuff which some think it’ll go into the current version and others think there will be a version 2.

Personally I think it’s way too early to go to v2, especially if they are going to charge for it. Native compiler then take my money but any 2D / 3D GUI scene setup stuff then nah, not interested in it heading into Unity / Unreal / GoDot type of IDE.
Until the next time...

Offline MikeHart

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Re: AGK NEWS!
« Reply #35 on: July 01, 2020, 03:51:22 PM »
... but any 2D / 3D GUI scene setup stuff then nah, not interested in it heading into Unity / Unreal / GoDot type of IDE.
I guess that is where the market is. IF you want to be successful, you need a 3d editor.

Online GaborD

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Re: AGK NEWS!
« Reply #36 on: July 01, 2020, 04:28:14 PM »
Yeah will be interesting to see where they take it.
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Offline Qube

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Re: AGK NEWS!
« Reply #37 on: July 02, 2020, 11:54:39 PM »
... but any 2D / 3D GUI scene setup stuff then nah, not interested in it heading into Unity / Unreal / GoDot type of IDE.
I guess that is where the market is. IF you want to be successful, you need a 3d editor.
I wouldn't mind one being added but my hesitance with AGK gaining one would be a half finished product to please the "Yay! we've got one, now can we have x,y,z" vocal crowd.
Until the next time...

Offline Kris

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Re: AGK NEWS!
« Reply #38 on: July 03, 2020, 01:09:12 AM »
I think they should unify the internals and call the Classic one simply AGK and the one that comes with all the extra bells and whistles Studio. Core should be the same. Internally put the two engines next to each other where the user can initialize the engine they want to use at the beginning of the code like Init(OpenGL)/Init(Vulcan). Obviously the Vulcan side will have more and more features that won't be present on the OpenGL side but that's fine. But if the OpenGL side is simply maintained and just there as an option as long as it make sense...that's a good thing. So coding capabilities would be equal on both AGK and AGK Studio.

Offline blinkok

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Re: AGK NEWS!
« Reply #39 on: July 03, 2020, 01:14:05 AM »
Quote
initialize the engine they want to use at the beginning of the code like Init(OpenGL)/Init(Vulcan)
They already have that; #renderer "Advanced" or #renderer "Basic" (With the studio version only)

I think the plan is to fade out classic eventually. Maintaining two products does not make sense.

I thought vulcan was a necessity as platforms were phasing out OpenGL? Is that not a correct assumption?

Offline Kris

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Re: AGK NEWS!
« Reply #40 on: July 03, 2020, 01:56:48 AM »
True that Blink! Didn't know that the older renderer was available in the Studio. My bad. I see it was introduced with the 2019.08.05 version. Did not keep myself up to date on the Studio side of things since I'm still using the Classic. It was a good move on TGC part and I was thinking about buying Studio recently but I still read about issues with Studio being much slower than AGK Classic when it comes to sprite rendering.

https://forum.thegamecreators.com/thread/226536

 

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