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Features * Available as a static library.
* Works with the default PS4 toolchain.
* Allows you to offload much of the video decoding onto the PS4 GPU using compute shaders - this is up to four times faster than CPU-only decoding! 4K video uses 2.3 ms CPU and 1.6 ms GPU (times overlap, so 2.3 ms is the limit).
* Includes a complete API for blitting using the PS4 wonderful GPU that is cross platform compatible with most of the Bink platforms! Use the GPU for beautiful video!
* The Bink library is about 282 KB and is completely standalone (no other libraries are required).
* At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is WAY less memory than other codecs need. We don't even need extra texture memory - we can decompress directly into the textures!
* Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
* Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.
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Features - Intuitive Visual Editor:
* Quickly add States and Actions.
* Connect States with Transitions.
* Manage Events and Variables.
* Save time with Templates and Copy/Paste.
* Integrated Help.
- Powerful Debugging
* Realtime Error Checker finds errors before you hit play!
* Runtime Debugging lets you watch state machine behavior.
* Set Breakpoints and Step through state changes.
* Watch Variables as the game plays.
* Send Events and Set Variables at any time.
* Use the Log Window to watch transition events.
- Highly Extendible:
* Write Custom Actions and they appear in the editor.
* Custom Actions available for many popular addons:
* Photon, 2D Toolkit, iTween, NGUI, Smooth Moves...
* User Community shares actions on the Forums and Wiki.
* Open API allows you to make FSMs in code.
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LanguagesCPP Java |
LanguagesOther |
Source TypeClosed
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Source TypeClosed
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License TypeProprietary |
License TypeProprietary |
OS Type |
OS Type |
Pricing
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Pricing
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