Guild Wars has a fully customisable, scalable UI engine too. TBH I'm surprised there isn't anything optimised for games as supporting multiple resolutions is a requirement now (and of course has been for decades on PC!).
Yeah, when I was at TRI, we modded and optimizaed a Flash player for PS2 as well for Spy Hunter 3 (an open source one, in fact). Many studios use it in fact because Flash as a tool is something pretty useful for artists/designers and it's pretty widely known. Doesn't mean it isn't a headache from the point of view of development.god of war used flash.
What they did was build a highly optimized flash player for the ps2
Assuming we're talking about stuff that's completely self-contained and not dependent on proprietary tools like Flash, I believe they do exist out there, but many of them have either very serious problems or shortcomings, are too young and immature to be all that useful, aren't very customizable, or have certain attributes which are deal-breakers for a lot of studios (such as being platform-specific).Guild Wars has a fully customisable, scalable UI engine too. TBH I'm surprised there isn't anything optimised for games as supporting multiple resolutions is a requirement now (and of course has been for decades on PC!).
I loved the diegetic interface in FC2 and still play this game today partly due to its immersive qualities. Dead space has the advantage of having a 3rd person view and space suit to render on which does suit the process better. I applaud FC2 as one of the few games on consoles that made an effort to be realistic.
A question regards Scaleform - does it retro-engineer the animations back into components? I've done some Flash authoring with Swish, and it's so damned easy I can see the appeal, but the final Flash animations are a mess. I'd rather have a renderer that can use Swish's file-format, preserving objects as objects and paths as paths etc. Given the inefficiencies of Flash, is there no similar animation language with the tools and libraries? Presumably MS offers Silverlight for XB360, but i have no experience of that.
I recently played AC2 on PC... the menus were done in Flash too (at least the endgame credits have Adobe Flash mentioned)... and they were HORRIBLY slow. The game runs nigh on flat at 30fps (with VSync) at the highest settings... but opening the radial weapons menu for example makes it go to a crawl (interestingly, fraps doesn't say the framerate slows down somehow, it seems, the UI runs independently from the 3d renderer and gets overlayed in-game). And I have by no means a slow PC.
Ugh. It's sad to find out anyone considered flash in-game was a good idea. Just make your own UI. It's not that hard, I've made dozens. It only takes a few hours really. And if you do it right, you only need one and it works with every game/program you ever make.
I recently played AC2 on PC... the menus were done in Flash too (at least the endgame credits have Adobe Flash mentioned)... and they were HORRIBLY slow. The game runs nigh on flat at 30fps (with VSync) at the highest settings... but opening the radial weapons menu for example makes it go to a crawl (interestingly, fraps doesn't say the framerate slows down somehow, it seems, the UI runs independently from the 3d renderer and gets overlayed in-game). And I have by no means a slow PC.
Underequipped? It has a Core i3 330M and a 5650 Mobility Radeon... this laptop even runs GTA4 with medium to high settings at 30fps (mostly). So, certainly not...
And plus, the game ran mostly between 30 and 40 fps with the highest settings too (all maxed out, plus 2x AA)... only the menus were laggy as hell!