nFringe 1.2

nFringe is a core technology for custom language support in Visual Studio
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Latest version:
1.3.0.5 See all
Developer:
Pixel Mine, Inc.
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2.8 MB

nFringe is a complete IDE featuring both an advanced UnrealScript 3 text editor and a fast source-level script debugger. The IDE is built as a language service for Microsoft Visual Studio 2005 and/or 2008, providing a familiar interface that nearly eliminates the time it takes for your team to become proficient with the editor’s abilities. The text editor in nFringe includes many of the features available in other languages in Visual Studio, such as C or C#. This includes context-sensitive IntelliSense, and support for standard tool panes like Class View and the Code Definition Window. The editor also supports the customizable Code Snippets feature of Visual Studio. Here at Pixel Mine, editor performance is serious business: every aspect of the editing environment has been tuned to make sure the IDE will never leave you waiting.

The source-level debugger is the first UnrealScript 3 debugger to successfully tie into the familiar Visual Studio debugging experience. The debugger includes rock solid support for breakpoints, stepping, locals, user watches, the Immediate window, and the Quick Watch window. Even subtle features like hovering over a variable in the source code to see its value while debugging are implemented. Our debugger will not only improve your team’s productivity, but it may find it changes your whole outlook on UnrealEngine3 game development.

nFringe has been released with a dual end-user license: a Commercial license, available from the Pixel Mine online store, and a 100% free strictly non-commercial license, which can be used by the Unreal modding community as well as students and institutions of higher learning.

For studios commercially licensing the UnrealEngine3 for upcoming games, nFringe seamlessly integrates with the daily workflow. Little “extras” such as Goto Native Definition for ‘native’ script functions are included to help tie together the mixed C /UnrealScript sources. Advanced users can also benefit from running the game for mixed-mode debugging, where both C and UnrealScript may be simultaneously debugged.

For non-commercial users, we built on the free Microsoft Visual Studio 2008 Shell (Integrated mode). Even users that don’t already own Visual Studio can benefit from its familiar, fast, and highly customizable environment, complete with support for macros and add-ins. Every scripting feature listed above is fully supported in the free version. In addition, we have included a UnrealScript project system that adds support for building packages and editing configuration and localization files, without the overhead of constantly sorting through the game directory structure. The project system also includes several Project and Project Item templates to quickly create a new Mutator or Kismet Action (among several others).

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