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continues to evolve, leveraging AI, modern rendering techniques, and cutting-edge game engines to push the boundaries of game design. allows for stylized, hand-painted visuals, blending nostalgia with modern rendering techniques. locks the perspective, allowing developers to craft cinematic, carefully framed environments.
Changing sprite textures, colors, animation frames, calling functions, playing animations in other animation players, playing sounds, etc. With the new trend of cinematic tools and timelines coming recently to the big engines, this workflow (which was already possible) was cleaned up and made much easier and visual.
x branch used OpenGL ES 2.0 / OpenGL 2.1 ( GLES2 ) as its rendering API. This worked well, but had many limitations preventing us to use more modern rendering techniques. all rendering code was rewritten to use the more modern OpenGL ES 3.0 / OpenGL 3.3 renderer was removed. renderer was removed. OpenGL ES 2.0
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