Middleware developer Anark Corporation today has announced that version 3.6 of its user interface development platform Anark Gameface
has been released. The newest iteration includes a combination of performance enhancements and a new feature set that has been developed to increase the capabilities of UI designers while simultaneously presenting a more efficient authoring platform.
3.6 now allows multiple presentations to be loaded into a single Anark Kernel, allowing large UIs to be broken into smaller projects that are dynamically loaded at runtime. Each presentation can then be loaded, managed, and unloaded independently. The latest version also comes with an example integration with Emergent’s Gamebryo engine that visibly demonstrates how to connect Gameface
to an external scene graph rendering engine.
Other enhancements include general performance upgrades and memory optimization, including significant tuning to enable dramatically improved playback on the Xbox 360 and PlayStation 3. Gameface
has also been made to now include configurable rulers, extended command line capabilities, a more effective and efficient library palette, and the ability for a user to specify a custom class of objects to appear in the Studio palette.
"The Anark Gameface
v3.6 release was driven directly by the feedback that we receive from our customers. Anark’s software engineers work closely to support UI development teams and this relationship has always been the major motivating force in our product roadmap," stated Justin Ebert, Senior Vice President of Product Development at Anark.
Live demos of this latest version of Anark Gameface
will be shown during E3 next week at the Los Angeles Convention Center.