WaveEngine 3.2 Preview

We’re excited to release WaveEngine preview 3.2 today. This new release comes with a huge set of new features and improvements.
The 3.2 preview highlights include a completely new GPU-based particle system on compute shader, which offers maximum performance on the new graphics APIs, and which is backward-compatible to those platforms which don’t support compute shaders. We also introduce a new completely dynamic shadow system with support for point lights, spot lights, directional lights and all area light types. Finally, it is important to highlight the new auto scenes code generation, which improves the loading times in release mode. In this article you can find more info about the rest of changes introduced in this new version.

You can download WaveEngine 3.2 preview here and test the new set of samples from github.

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New Model asset workflow

In WaveEngine 2.5.0, the model pipeline has been improved, and as a result, there are a lot of new features that makes easier to work with model assets:

  • glTF support. Now you can use glTF models in addition to FBX, DAE, OBJ, etc.
  • New Animation pipeline. A redesigned Animation3D component with blend animation trees.
  • Skinning & Morphing. Deform meshes using bones or morph targets.

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Bullet Physics integration in WaveEngine 2.5.0

Bullet Physics is a real-time Physics Engine for VR, games, roabotics, machine learning, etc… http://bulletphysics.org

Now, in WaveEngine 2.5.0, we have integrated Bullet Physics as 3D Physic engine. In previous versions, we use Bepu Physics (a C# physics library http://www.bepuphysics.com)

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Build a Simple OpenVR application

OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring applications to have specific knowledge of the hardware they are targeting. This repository is an SDK that contains the API and samples. The runtime is under SteamVR in Tools on Steam.

This article describes the necessary steps you should follow to build, load, and run a simple WaveEngine application on the OpenVR platform.

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New serializer using Protobuf-NET

In Wave Engine 2.3.1 we have started to use Protobuf-NET as the default serializer in all game description files (scenes, prefabs, materials, etc…).

Protobuf-NET is a contract based serializer for .NET code, that happens to write data in the “protocol buffers” serialization format engineered by Google.

The inclusion of Protobuf-NET gives us the following advantages:

  • Performance Boost: Reduce app startup time and other serialization related actions up to 5X  (scene navigations, prefab instantiations …)
  • Reduce app package size
  • Binary files: Avoid to deploy plain xml files in app packages
  • Support DataContract attributes: You don’t need to change your components code

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Box2D integration in WaveEngine 2.3.0

Box2D is a 2D physics engine for games, for more related help, please visit http://www.box2D.org.

Now, in WaveEngine 2.3.0, we have integrated Box2D as 2D Physic engine. In previous versions, we use Farseer Physics (C# reimplementation of Box2D https://farseerphysics.codeplex.com). Farseer is a great tool, but we decided to step forward and include a 100% native physic engine.

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Build a Simple HoloLens application

Microsoft HoloLens is a pair of augmented reality head-mounted smartglasses, developed and manufactured by Microsoft which brings amazing virtual experiences to all users. For more information refer to www.microsoft.com/microsoft-hololens

This article describes the necessary steps you should follow to build, load, and run a simple WaveEngine application on the Microsoft HoloLens device.

At the moment, the HoloLens extension is in an early preview stage, and is still under development.

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Using TiledMap to create your 2D game level

With TiledMap, developing 2D games in WaveEngine will not be the same anymore. Tiled maps have been used for a long time in games, now you can load and integrate TiledMap (.TMX) files, created by the Tiled Map Editor (http://www.mapeditor.org/), the most popular map editor based in tiles. With Tiled, you can easily design your 2D map levels and run in WaveEngine like a charm.

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Build a Simple Oculus Rift application

Oculus Rift is a virtual reality head-mounted display, developed by Oculus. This brings amazing virtual experiences to all users. For more information refer to this www.oculus.com

This article describes the necessary steps you should follow to build, load, and run a simple WaveEngine application on the Oculus Rift VR platform.

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