Tag: flax facts

Flax Facts 13

Flax Facts #13 – Profiler


Feature Preview: Profiler Welcome to the first Flax Facts in 2018! I’m very excited to show you our the latest engine feature: profiling tools set. Although Flax is running pretty good and has a great performance it’s important to keep eye on draw/update time charts and deliver games that run stable and smooth. So that’s
Flax Facts 12

Flax Facts #12 – Game Cooker


Feature Preview: Game Cooker Welcome to the new Flax Facts! We’re moving forward with development. In fact, a proper game input infrastructure is ready (with virtual axes/action mappings and gamepads support). Today is time to show you one of the coolest features we have in the Editor: Game Cooker. It’s an inbuilt tool used to
Xbox One Support

Flax for Xbox One is here!


Xbox One and UWP platform support We’re pleased to announce that Universal Windows Platform support is coming to the Flax Engine! Development builds of Flax’s UWP technology already run great on Windows 10 and Xbox One. We also look forward to supporting innovative UWP powered devices like the HoloLens and Surface Hub! Universal Windows Platform
Flax Facts

Flax Facts #11 – Progress


Progres Update Welcome to the new Flax Facts! It has been very productive month. Many new improvements and features had been added including finished physics and game settings infrastructure. We also keep improving Flax Editor so using it constantly gets better and better. Now it’s time to show you some pics and gifs with all

Flax Facts #10 – Scripts debugging


Feature Preview: Tool for Visual Studio Welcome back to the Flax Facts! Recently I’ve finished our brand new extension for Visual Studio (VS) that enables game scripts debugging. It’s definitely must have for every game programmer. It allows to debug and track code execution live. The plugin comes up with features like: breakpoints, threads stack
material editor

Flax Facts #9 – Material Editor


Feature Preview: Material Editor Welcome to the new Flax Facts! There was a small break but we’ve done a lot of good stuff meanwhile. New C# Editor starts to look great. In fact, it has all the good features from the old C++ version plus many new useful things. Now we’re working on Custom Editors
Flax Facts

Flax Facts #8 – The Roadmap


Project info Welcome to new Friday Flax Facts! Today I want to talk about our current tasks and the project status. Our roadmap is getting clearer and release plan more possible. But firstly let’s start with the current progress. C# Editor – good or bad idea? After a few weeks of work we’ve got working
Flax Facts

Flax Facts #7 – Universal API


Universal API Hidden behind decompiler Many modern game engines, actually all of them that I know of uses 4 different APIs for UI elements. Editor Internal API – for all elements that were not designed to be modified, or intermediate methods that hide “complicated” stuff Editor Public API – all methods that we get to

Flax Facts #6 – Persistent Data


Game saved. Another Friday Flax Facts! Today we have a bold topic. How many times were you in need of writing your own system for handling persistent data between restarts: game states, configurations, local runtime asset storage and everything that needs to be held for the user until next session? Flax has an answer for this,

Flax Facts #5 – DirectX 12


Next-Gen and DirectX 12 Did you hear about DirectX 12? It’s a next graphics API from Microsoft after DirectX 11 which is not a successor but kind of new low-level API. This gives a way more power and control over the GPU but does it? Writing own GPU driver First of all we’ve successfully implemented