I develop Unreal MARK to learn some of the fundamentals (and specifics) of the Unreal Engine 4. And want to release a whole finished project at the same time. I’m not going to make new demos, but instead just use those from Epic Games.
Done for 0.3.0: Pre-Alpha
• Given a user determined target FPS, “Drop” displays how many seconds the FPS dropped bellow that target FPS.
• Results are calculated via Blueprints. Frames, time, current FPS, average FPS, min and max FPS.
• Reflections demo migrated for the main menu as an infinite loop in the background: Replaced all spots lights with cylindrical point lights. Floating lights removed and increased indirect lighting. Three new posters added, and some posters are moved around. Steam particle system added to cast dynamic light at the entrance. Removed some architecture in front of the gate, so that the gate’s signs cast shadow, too.
Minimum System
• Windows 64Bit OS, Vista or higher.
• DirectX 11 compatible graphics card.
• 1280x720 desktop resolution.
Note on Versioning
Mind that I don’t use the format “major.minor.build.revision”. I use a custom format that is [Major Release].[Development Stage(as integer)].[Build]: [Development Stage(as string)] - [Build Note]
*
[Major Release]*
Counts an actual release starting with the usual numeral 1 if previous Greek alphabet named development stages are done. If this was going to be a game, an add-on would increase the [Major Release] count, too.
[Development Stage]
This is a countdown that ranges from 3 to 0.
3 stands for Pre-Alpha
(Setup of a crude program base (source code, Blueprints, technical engine assets) that comes with some feature implementations)
2 stands for Alpha
(Mostly about feature implementation on a more refined or even more advanced program base if needed. Some debugging)
1 stands for Beta
- (Heavy debugging, minor feature implementations a.k.a. polish)*
0 stands for Release
(Mandatory post release debugging. Increases [Major Release] by one)
[Build]
Always resets to 0 if [Development Stage] changed.
Screensot