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20
November
2018

Other changes include an entire shadowing system

Other changes include an entire shadowing system (scalable for a system speed), a particle animation and effects system, new melee-focused AI, and multiple changes for the Unreal Editor to allow for us new scripting modes and cinematic camera control. Finally, we incorporated the modern changes to Direct3D support and multiplayer to ensure that people who play our game is going to be able to enjoy it. All in every, it was obviously a major improvement to your already spectacular RS Mobile Gold Unreal Tournament engine.
GS: Were there any aspects on the Unreal Tournament engine that proved to become a challenge for the programmers to get rid of?
TG: Unreal Tournament can be a very adaptable engine. Every engine does have it's own quirks that you just have to accommodate, but I can't say there is one thing really giving us nightmares. We basically picked and chose what we should wanted and changed whatever we didn't want. In the future, though, I don't think we're going to support such numerous video APIs. Supporting the many different APIs that Unreal supports is usually a major bear. We chose to give full attention to Direct3D, OpenGL, and GLide, but supporting MeTaL added complications, so we just plain needed to RuneScape Mobile Gold throw out PowerVR support. In the future, I think we shall pick one API or, at many, two.
GS: Rune has created appearances in the two previous E3s. What was the best little bit of feedback you received over these shows?



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